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-- highlight on yank vim.api.nvim_exec( [[ augroup YankHighlight autocmd! autocmd TextYankPost * silent! lua vim.highlight.on_yank() augroup end ]], false ) -- Y yank until the end of line (note: this is now a default on master) vim.api.nvim_set_keymap('n', 'Y', 'y$', { noremap = true })
SPECIAL_MSGTYPE_REFRESHACTORLIST = "refreshactorlist"; SPECIAL_MSGTYPE_REFRESHINITSLOTLIST = "refreshinitslotlist"; SPECIAL_MSGTYPE_ADDTOINITSLOT = "clientaddtoinitslot"; SPECIAL_MSGTYPE_NEXTACTOR = "clientnextactor"; local actorlistnode = nil; local actorlistcontrol = nil; local initslotlistcontrol = nil; local initslotlistnode = nil; local activeinitslotnode = nil; local actedthisroundlist = {}; function onInit() -- if host then create the actor list node and subscribe to user logins if User.isHost() then -- create the actor list node actorlistnode = DB.createNode("initiativetracker.actors"); -- Create the init slot list node initslotlistnode = DB.createNode("initiativetracker.initslots"); -- Create the indicator for the currently active init slot class (npc or charsheet) - used to control the addtoinitslot button state --initslotlistnode.createChild("..activeslotclass", "string"); --DB.createNode("initiativetracker.activeslotclass", "string"); local activeslotnode = DB.createNode("initiativetracker.activeslotclass"); --Debug.console("initiativemanager.lua:onInit() - activeslotnode = " .. activeslotnode.getNodeName()); activeslotnode.createChild("slotactiveclass", "string").setValue("blank"); activeslotnode.createChild("slotactiveactornode", "string").setValue("blank"); --Debug.console("initiativemanager.lua:onInit() - activeslotnode.getValue = " .. activeslotnode.getChild("slotactiveclass").getValue()); getActiveInitSlot(); -- subscribe to the login events User.onLogin = onLogin; -- subscribe to module changes -- Trenloe - not sure why these are needed - these initiate cleaning the actor list when modules are activated/deactivated - shouldn't be needed??? Or, do these cause module state persisting? Module.onModuleAdded = onModuleAdded; Module.onModuleRemoved = onModuleRemoved; Module.onModuleUpdated = onModuleUpdated; -- Build actedthisroundlist table buildActedThisRound(); end -- register special messages ChatManager.registerSpecialMessageHandler(SPECIAL_MSGTYPE_REFRESHACTORLIST, handleRefreshActorList); ChatManager.registerSpecialMessageHandler(SPECIAL_MSGTYPE_REFRESHINITSLOTLIST, handleRefreshInitSlotList); ChatManager.registerSpecialMessageHandler(SPECIAL_MSGTYPE_ADDTOINITSLOT, handleClientAddToInitSlot); ChatManager.registerSpecialMessageHandler(SPECIAL_MSGTYPE_NEXTACTOR, handleNextActor); end function clientAddToInitSlot(actornode) msg = {}; msg[1] = actornode.getNodeName(); ChatManager.sendSpecialMessage(SPECIAL_MSGTYPE_ADDTOINITSLOT, msg); end function handleClientAddToInitSlot(msguser, msgidentity, msgparams) if User.isHost() then local actornodename = msgparams[1]; local actornode = DB.findNode(actornodename); if actornode then addToInitSlot(actornode); end end end function onLogin(username, activated) -- if User.isHost() and activated then -- add the user as a holder of the initiative tracker node -- DB.findNode("initiativetracker").addHolder(username); -- add the user as a holder for each of the source nodes -- for k, v in pairs(actorlistnode.getChildren()) do -- local recordnode = v.getChild("actor.recordname"); -- if recordnode then -- local sourcenode = DB.findNode(recordnode.getValue()); -- if sourcenode then -- sourcenode.createChild("actor.active", "number").addHolder(username); -- sourcenode.createChild("actor.initiative", "number").addHolder(username); -- sourcenode.createChild("name", "string").addHolder(username); -- end -- end -- end -- end end function registerControl(control) --Debug.console("InitiativeManager.registerControl - control name = " .. control.getName()); if control.getName() == "trackerinitslotlist" then initslotlistcontrol = control; handleRefreshInitSlotList(); else actorlistcontrol = control; handleRefreshActorList(); end end function addInitSlot(classname, recordname) Debug.console("addInitSlot - classname = " .. classname .. ", recordname = " .. recordname); -- Add a new init slot - called from addActor. if initslotlistcontrol then -- ensure that we have the initslot list node if not initslotlistnode then initslotlistnode = DB.findNode("initiativetracker.initslots"); end --Debug.console("handleRefreshActorList. initslotlistnode = " .. initslotlistnode.getName()); --initslotlistcontrol.createWindowWithClass("initslotempty", n); -- add the actor local sourcenode = DB.findNode(recordname); --Debug.console("addInitSlot - sourcenode = " .. sourcenode.getNodeName()); if sourcenode then -- create the actor node local initslotnode = initslotlistnode.createChild(); initslotnode.createChild("actor.classname", "string").setValue(classname); -- if the sourcenode is static, then the actor node is the source if sourcenode.isStatic() then -- create the active, initiative, and name nodes for the actor initslotnode.createChild("actor.active", "number").setValue(0); initslotnode.createChild("actor.initiative", "number").setValue(0); initslotnode.createChild("name", "string"); -- copy the details of the static node --DatabaseManager.copyNode(sourcenode, actornode); else -- create the record name node for the actor initslotnode.createChild("actor.recordname", "string").setValue(recordname); initslotnode.createChild("actor.initiative", "number").setValue(0); if classname == "charsheet" then initslotnode.createChild("initslotname", "string").setValue("Player Party Slot"); elseif classname == "npc" then initslotnode.createChild("initslotname", "string").setValue("GM NPC Slot"); end -- add all users as a holder for k, v in ipairs(UserManager.getCurrentUsers()) do initslotnode.addHolder(v); end end --Debug.console("addInitSlot - adding window class with sourcenode of " .. initslotnode.getNodeName()); initslotlistcontrol.createWindowWithClass("initslotempty", initslotnode); refreshInitSlotList(); end end end function unregisterControl(control) if control then --Debug.console("InitiativeManager.unregisterControl - control name = " .. control.getName()); if control.getName() == "trackerinitslotlist" then initslotlistcontrol = nil; else actorlistcontrol = nil; end end end function refreshActorList() ChatManager.sendSpecialMessage(SPECIAL_MSGTYPE_REFRESHACTORLIST, {}); end function handleRefreshActorList(msguser, msgidentity, msgparams) if actorlistcontrol then -- ensure that we have the actor list node if not actorlistnode then actorlistnode = DB.findNode("initiativetracker.actors"); end --Debug.console("handleRefreshActorList. actorlistnode = " .. actorlistnode.getName()); -- add any new windows. Step through database actorlist node and compare nodes with windows in windowlist actorlistcontrol for k, n in pairs(actorlistnode.getChildren()) do local exists = false; for i, w in ipairs(actorlistcontrol.getWindows()) do local recordnode = n.getChild("actor.recordname"); if recordnode then if w.getDatabaseNode().getNodeName() == recordnode.getValue() then exists = true; end else if w.getDatabaseNode().getNodeName() == n.getNodeName() then exists = true; end end end if not exists then local classnode = n.getChild("actor.classname"); local recordnode = n.getChild("actor.recordname"); if recordnode then Debug.console("handleRefreshActorList - looking to add record to actorlistcontrol: " .. recordnode.getValue()); local sourcenode = DB.findNode(recordnode.getValue()); if sourcenode then actorlistcontrol.createWindowWithClass("actor" .. classnode.getValue(), sourcenode); else Debug.console("handleRefreshActorList - Cannot add " .. recordnode.getValue() .. " to actor list. DB.findNode returns nil"); end else actorlistcontrol.createWindowWithClass("actor" .. classnode.getValue(), n); end end end -- remove any deleted windows for i, w in ipairs(actorlistcontrol.getWindows()) do local exists = false; for k, n in pairs(actorlistnode.getChildren()) do local recordnode = n.getChild("actor.recordname"); if recordnode then if w.getDatabaseNode().getNodeName() == recordnode.getValue() then exists = true; end else if w.getDatabaseNode().getNodeName() == n.getNodeName() then exists = true; end end end if not exists then --Debug.console("handleRefreshActorList - removing window for actor: " .. k); w.close(); end end end return true; end function refreshInitSlotList() --Debug.console("refreshInitSlotList - starting"); ChatManager.sendSpecialMessage(SPECIAL_MSGTYPE_REFRESHINITSLOTLIST, {}); end function handleRefreshInitSlotList(msguser, msgidentity, msgparams) Debug.console("handleRefreshInitSlotList - starting"); --if Interface.findWindow("initiativetracker","initiativetracker") then --Debug.console("handleRefreshInitSlotList - initiative tracker window open."); if initslotlistcontrol then -- ensure that we have the actor list node if not initslotlistnode then initslotlistnode = DB.findNode("initiativetracker.initslots"); end --Debug.console("handleRefreshInitSlotList. initslotlistnode = " .. initslotlistnode.getNodeName()); -- add any new windows if initslotlistcontrol.getWindowCount() then for k, n in pairs(initslotlistnode.getChildren()) do --Debug.console("handleRefreshInitSlotList - stepping through initslot children: " .. n.getNodeName()); local exists = false; --Debug.console("handleRefreshInitSlotList - about to call initslotlistcontrol.getWindows(), total windows to get : " .. initslotlistcontrol.getWindowCount()); if initslotlistcontrol.getWindowCount() > 0 then for i, w in pairs(initslotlistcontrol.getWindows()) do --Debug.console("handleRefreshInitSlotList - stepping through initslot control windows: " .. i); local recordnode = n.getChild("actor.recordname"); --Debug.console("handleRefreshInitSlotList - w.getDatabaseNode().getNodeName() = " .. w.getDatabaseNode().getNodeName()); if recordnode then --Debug.console("handleRefreshInitSlotList - about to call w.getDatabaseNode().getChild(actor.recordname)."); --if w.getDatabaseNode().getNodeName() == recordnode.getValue() then local windowdbnode = w.getDatabaseNode().getChild("actor.recordname"); if windowdbnode then --Debug.console("handleRefreshInitSlotList - have a windowdbnode of: " .. windowdbnode.getNodeName()); if windowdbnode.getNodeName() == recordnode.getNodeName() then exists = true; end end else if w.getDatabaseNode().getNodeName() == n.getNodeName() then exists = true; end end end end --Debug.console("handleRefreshInitSlotList. After stepping through initslot control windows."); if not exists then local classnode = n.getChild("actor.classname"); local recordnode = n.getChild("actor.recordname"); if recordnode then local initslotnode = n; if initslotnode then --Debug.console("handleRefreshInitSlotList - adding window class with sourcenode of initslotnode = " .. initslotnode.getNodeName()); --addInitSlot(classnode.getValue(), recordnode.getValue()); initslotlistcontrol.createWindowWithClass("initslotempty", initslotnode); --Debug.console("handleRefreshInitSlotList - after createWindowWithClass."); end else --Debug.console("handleRefreshInitSlotList - adding window class with sourcenode of n = " .. n.getNodeName()); initslotlistcontrol.createWindowWithClass("initslotempty", n); end end end end --Debug.console("handleRefreshInitSlotList - about to remove deleted windows from the list."); -- remove any deleted windows for i, w in ipairs(initslotlistcontrol.getWindows()) do local exists = false; for k, n in pairs(initslotlistnode.getChildren()) do local recordnode = n.getChild("actor.recordname"); if recordnode then if w.getDatabaseNode().getChild("actor.recordname").getNodeName() == recordnode.getNodeName() then exists = true; end else if w.getDatabaseNode().getNodeName() == n.getNodeName() then exists = true; end end end if not exists then w.close(); end end end --Debug.console("handleRefreshInitSlotList - ending - about to call getActiveInitSlot()"); getActiveInitSlot(); --Debug.console("handleRefreshInitSlotList - returning true."); --end return true; end function removeInitSlot(sourcenode) if User.isHost() then --Debug.console("removeInitSlot - starting. Sourcenode = " .. sourcenode.getNodeName()); for k, v in pairs(initslotlistnode.getChildren()) do --local recordnode = v.getChild("actor.recordname"); if recordnode then if sourcenode.getNodeName() == v.getNodeName() then v.delete(); break; end else if sourcenode.getNodeName() == v.getNodeName() then v.delete(); break; end end end --refreshActorList(); refreshInitSlotList(); end end function onDrop(x, y, draginfo) if User.isHost() then if draginfo.isType("playercharacter") or draginfo.isType("partyidentity") or draginfo.isType("npc") or draginfo.isType("retainer") or draginfo.isType("shortcut") then local classname, recordname = draginfo.getShortcutData(); --Debug.console("initiativemanager.lua:onDrop. Classname = " .. classname .. ", recordname = " .. recordname); if classname == "partysheet" then return addParty(classname, recordname); elseif classname == "npcgroup" then return addNpcGroup(classname, recordname); elseif classname == "charsheet" or classname == "npc" or classname == "pet" or classname == "horse" or classname == "retainer" then return addActor(classname, recordname); end end end return false; end function addParty(classname, recordname) if User.isHost() then for k,v in pairs(User.getAllActiveIdentities()) do addActor("charsheet", "charsheet." .. v, false); end return true; end return false; end function addNpcGroup(classname, recordname) if User.isHost() then local npcgroupnode = DB.findNode(recordname); if npcgroupnode then for k,v in pairs(npcgroupnode.createChild("npcs").getChildren()) do addActor("npc", v.getNodeName(), false); end return true; end end return false; end function addActor(classname, recordname) if User.isHost() then -- ensure that the actor does not already exist - only do this for PCs if classname == "charsheet" then for k, v in pairs(actorlistnode.getChildren()) do local recordnode = v.getChild("actor.recordname"); if recordnode and recordnode.getValue() == recordname then return false; end end end -- add the actor local sourcenode = DB.findNode(recordname); local newNPCName = ""; if sourcenode then Debug.console("Record class = " .. classname); -- If an NPC - get the new NPC name - appending a number if it exists already. if classname == "npc" then newNPCName = getActorNPCName(sourcenode); end -- create the actor node local actornode = actorlistnode.createChild(); actornode.createChild("actor.classname", "string").setValue(classname); -- if the sourcenode is static (cannot be edited, from a module, etc.), then the actor node is the source if sourcenode.isStatic() then -- create the active, initiative, and name nodes for the actor actornode.createChild("actor.active", "number").setValue(0); actornode.createChild("actor.initiative", "number").setValue(0); actornode.createChild("name", "string"); -- copy the details of the static node DatabaseManager.copyNode(sourcenode, actornode); else if classname == "charsheet" then -- create the record name node for the actor - this is a link. actornode.createChild("actor.recordname", "string").setValue(recordname); recordname = actornode.getNodeName(); elseif classname == "npc" then -- Copy the node DB.copyNode(sourcenode, actornode); -- set the new name actornode.getChild("name").setValue(newNPCName); recordname = actornode.getNodeName(); Debug.console("Actornode recordname = " .. recordname); end -- add the active, initiative, and name nodes to the source local activenode = sourcenode.createChild("actor.active", "number"); activenode.setValue(0); local initiativenode = sourcenode.createChild("actor.initiative", "number"); initiativenode.setValue(0); local namenode = sourcenode.createChild("name", "string"); -- add all users as a holder for k, v in ipairs(UserManager.getCurrentUsers()) do activenode.addHolder(v); initiativenode.addHolder(v); namenode.addHolder(v); end end addInitSlot(classname, recordname); -- refresh the actor node list refreshActorList(); -- and return return true; end end return false; end function getActorNPCName(sourcenode) -- Looks for other instances of the same NPC name in the actor list and returns a new name with the next numeric at the end. local npcName = sourcenode.getChild("name").getValue(); local newNPCName = npcName; Debug.console("Running getActorNPCName, name = " .. npcName); local actorlistNode = DB.findNode("initiativetracker.actors"); if actorlistNode then local isMatch = false; local nNextNumber = 1; for k, v in pairs(actorlistnode.getChildren()) do Debug.console("Processing actor " .. k); if v.getChild("actor.classname").getValue() == "npc" then local actorName = v.getChild("name").getValue(); Debug.console("Comparing actorName " .. actorName .. " with npcName " .. npcName); if actorName == npcName then -- We already have an actor with the same name. isMatch = true; break; end end end if isMatch then repeat -- We already have an actor with the same name - work out which number to add on the end. newNPCName = npcName .. " " .. nNextNumber; isMatch = false; for k, v in pairs(actorlistnode.getChildren()) do Debug.console("Processing actor " .. k); if v.getChild("actor.classname").getValue() == "npc" then local actorName = v.getChild("name").getValue(); Debug.console("Comparing actorName " .. actorName .. " with npcName " .. newNPCName); if actorName == newNPCName then -- We already have an actor with the same name. isMatch = true; break; end end end nNextNumber = nNextNumber + 1; until not isMatch end end Debug.console("End of getActorNPCName, name = " .. npcName); return newNPCName; end function removeActor(sourcenode) if User.isHost() then for k, v in pairs(actorlistnode.getChildren()) do local recordnode = v.getChild("actor.recordname"); if recordnode then if sourcenode.getNodeName() == recordnode.getValue() then -- clear init values in base record local baseactornode = sourcenode.getChild("actor"); if baseactornode then baseactornode.getChild("active").setValue(0); baseactornode.getChild("boost_dice").setValue(0); baseactornode.getChild("initiative").setValue(0); baseactornode.getChild("setback_dice").setValue(0); end v.delete(); break; end else if sourcenode.getNodeName() == v.getNodeName() then v.delete(); break; end end end refreshActorList(); end end function activateActor(actornode) -- Usually called by the actoractiveindactor.lua onClickRelease event, when the GM clicks on the active indicator icon to the left of the initslot. --Debug.console("activateActor. init tracker initslot node = " .. actornode.getNodeName()); local activechartype = ""; if User.isHost() then --for k, v in pairs(actorlistnode.getChildren()) do for k, v in pairs(initslotlistnode.getChildren()) do local sourcenode = v; --Debug.console("activateActor. sourcenode = " .. sourcenode.getNodeName()); -- set the active node local activenode = sourcenode.createChild("actor.active", "number"); if sourcenode.getNodeName() == actornode.getNodeName() then activenode.setValue(1); -- Set activeinitslotnode for future use. activeinitslotnode = activenode; -- Store classname (charsheet or npc) so we can update the AddInitSlotButtons later activechartype = activenode.getChild("..classname").getValue(); --Debug.console("activateActor. activechartype = " .. activechartype); else activenode.setValue(0); end end -- Check if this slot already contains an actor from a previous action - don't want to the actor from the acted this round table. --if actornode.getChild("initslot_actornodename").getValue() ~= "" then -- setAddToInitSlotButtons("none"); --else -- setAddToInitSlotButtons(activechartype); --end refreshInitSlotList(); return true; end end function cleanActorList() if User.isHost() then for k, v in pairs(actorlistnode.getChildren()) do local recordnode = v.getChild("actor.recordname"); if recordnode then local sourcenode = DB.findNode(recordnode.getValue()); if not sourcenode then v.delete(); end end end refreshActorList(); end end function onModuleAdded(name) if User.isHost() then cleanActorList() end end function onModuleRemoved(name) if User.isHost() then cleanActorList() end end function onModuleUpdated(name) if User.isHost() then cleanActorList() end end function endOfTurn() --enable all turn indicator flags --characterlist.enableAllTurnIndicators(); if User.isHost() then --hostEndOfTurn(); resetInitSlotList(); else playerEndOfTurn(); end end function playerEndOfTurn() if not User.isHost() then local identity = User.getCurrentIdentity(); if identity then CharacterManager.endOfTurn(DB.findNode("charsheet." .. identity)); end end end function hostEndOfTurn() if User.isHost() then local npcgroups = {}; local npcs = {}; -- remove party recharge PartySheetManager.endOfTurn(); -- loop through each actor for k, v in pairs(actorlistnode.getChildren()) do local classnode = v.getChild("actor.classname"); local recordnode = v.getChild("actor.recordname"); if classnode and recordnode then local sourcenode = DB.findNode(recordnode.getValue()); if sourcenode then local classname = classnode.getValue(); if classname == "npc" then -- this actor represents an npc so add to the npc list if not npcs[sourcenode.getNodeName()] then npcs[sourcenode.getNodeName()] = sourcenode; end -- determine if this npc is a member of an npc group local parentnode = sourcenode.getParent(); if parentnode then if parentnode.getName() == "npcs" then local npcgroupnode = parentnode.getParent(); if npcgroupnode then if not npcgroups[npcgroupnode.getNodeName()] then npcgroups[npcgroupnode.getNodeName()] = npcgroupnode; end end end end end end end end -- remove recharge from each npc group that is referenced for k, v in pairs(npcgroups) do NpcGroupManager.endOfTurn(v); end -- remove recharge from each npc that is referenced for k, v in pairs(npcs) do NpcManager.endOfTurn(v); end end end function updateActorInitiative(characternode, initiativecount) if User.isHost() then local characterNodeName = characternode.getNodeName(); Debug.console("InitiativeManager.updateActorInitiative. characternode = " .. characterNodeName .. ", initiativecount = " .. initiativecount); --DB.setValue(characternode, "actor.initiative", "number", initiativecount); if string.match(characterNodeName, "charsheet") then -- We have a character sheet reference (PC not NPC) - need to find the correct initiativetracker.actors.id-XXXXX reference. local actorNode = nil; for k,v in pairs(actorlistnode.getChildren()) do Debug.console("Actor list node = " .. v.getNodeName()); if v.getChild("actor.recordname") then Debug.console("Checking " .. v.getChild("actor.recordname").getValue() .. " with " .. characterNodeName); if v.getChild("actor.recordname").getValue() == characterNodeName then -- We have a match - use this record as the characternode characternode = v; break; end end end end -- Step through initslots records and find the record added by this character - update that node with the new initiative. for k,v in pairs(initslotlistnode.getChildren()) do Debug.console("Looking at current child: " .. k .. " comparing " .. v.getChild("actor.recordname").getValue() .. " with " .. characternode.getNodeName()); if v.getChild("actor.recordname").getValue() == characternode.getNodeName() then --Debug.console("Have the " .. initskillname .. " db node = " .. v.getNodeName()); DB.setValue(v, "actor.initiative", "number", initiativecount); break; end end end end function getActiveInitSlot() if initslotlistnode then for k, v in pairs(initslotlistnode.getChildren()) do local sourcenode = v; -- Clear the current activeinitslotnode activeinitslotnode = nil; --Debug.console("getActiveInitSlot. sourcenode = " .. sourcenode.getNodeName()); -- set the active node --local activenode = sourcenode.getChild("actor.active"); if sourcenode.getChild("actor.active").getValue() == 1 then -- Set activeinitslotnode for future use. activeinitslotnode = sourcenode; --Set the active classname (npc or charsheet) so that addtoinitslot buttons get enabled/disabled local activechartype = activeinitslotnode.getChild("actor.classname").getValue(); -- Check if this slot already contains an actor from a previous action - don't want to activate buttons for the actor if they acted this round. if activeinitslotnode then if activeinitslotnode.getChild("initslot_actornodename") then if activeinitslotnode.getChild("initslot_actornodename").getValue() ~= "" then setAddToInitSlotButtons("none"); else setAddToInitSlotButtons(activechartype); end end end --setAddToInitSlotButtons(activechartype); return activeinitslotnode; end end end return activeinitslotnode; end function setAddToInitSlotButtons(activechartype) -- activechartype can be npc or charsheet - use this to set the addToInitSlot button states --Debug.console("InitiativeManager.setAddToInitSlotButtons: activechartype = " .. activechartype); -- Only host can set the DB node value - should trigger onUpdate code on all clients to update he button state if User.isHost() then DB.findNode("initiativetracker.activeslotclass.slotactiveclass").setValue(activechartype); end end function addToInitSlot(actornode) --Debug.console("InitiativeManager.addToInitSlot - actornode.getNodeName = " .. actornode.getNodeName()); if getActiveInitSlot() then --Debug.console("InitiativeManager.addToInitSlot - activeinitslotnode = " .. activeinitslotnode.getNodeName()); local charactername = actornode.getChild("name").getValue(); local charactertoken = actornode.getChild("token").getValue(); local actornodename = actornode.getNodeName(); local npcCategoryNode = actornode.getChild("npc_category"); if npcCategoryNode then category = npcCategoryNode.getValue(); else category = "pc"; end --Debug.console("InitiativeManager.addToInitSlot - charactername = " .. charactername .. ", charactertoken = " .. charactertoken); -- Set name and token in the init slot activeinitslotnode.getChild("initslot_actornodename").setValue(actornodename); activeinitslotnode.getChild("initslotname").setValue(charactername); activeinitslotnode.getChild("initslotactor_token").setValue(charactertoken); -- Create the category - NPC type (minion, rival, nemesis) or pc activeinitslotnode.createChild("npc_category").setValue(category); table.insert(actedthisroundlist, actornode); end --Refresh the init slot list and buttons refreshInitSlotList(); return true; end function resetInitSlotList() -- Used at the end of the round to remove all actors assigned to init slots. local maxinitslotdbnode = nil; local maxinit = 0.0; local initslotlisttable = initslotlistcontrol.getWindows(); if #initslotlisttable > 0 then for k, v in pairs(initslotlisttable) do local initslotdbnode = v.getDatabaseNode(); local charactername = ""; if initslotdbnode.getChild("actor.classname").getValue() == "npc" then charactername = "GM NPC Slot"; elseif initslotdbnode.getChild("actor.classname").getValue() == "charsheet" then charactername= "Player Party Slot"; end initslotdbnode.getChild("initslot_actornodename").setValue(""); initslotdbnode.getChild("initslotname").setValue(charactername); initslotdbnode.getChild("initslotactor_token").setValue(""); initslotdbnode.getChild("actor.active").setValue(0); local thisslotinit = initslotdbnode.getChild("actor.initiative").getValue(); if #initslotlisttable == 1 then initslotdbnode.getChild("actor.active").setValue(1); else if thisslotinit > maxinit then maxinit = thisslotinit; maxinitslotdbnode = initslotdbnode; elseif thisslotinit == maxinit then -- if maxinit values are equal, make a PC init higher if initslotdbnode.getChild("actor.initiative").getValue() == "charsheet" then maxinitslotdbnode = initslotdbnode; end end end end if #initslotlisttable > 1 and maxinitslotdbnode then -- Set the active init slot as the first maxinitslotdbnode.getChild("actor.active").setValue(1); else if User.isHost() then Debug.chat("Cannot set init marker to first initslot as no initiative values are available. Have all PCs and NPCs roll their initiative from the combat tab of their character sheets"); end end end -- Send the "reset" command to listening actorslots so as to change the name colour local nodeslotactiveclass = DB.findNode("initiativetracker.activeslotclass.slotactiveclass"); if nodeslotactiveclass then nodeslotactiveclass.setValue("reset"); end -- Reset acted this round table. actedthisroundlist = {}; --Refresh the init slot list and buttons refreshInitSlotList(); end function listActedThisRound() buildActedThisRound(); for k,v in pairs(actedthisroundlist) do --Debug.console("InitiativeManager.listActedThisRound - actedthisroundlist table, row " .. k .. " = " .. v.getNodeName()); end return actedthisroundlist; end function buildActedThisRound() -- Used when init tracker is opened to build the table of already acted actornodes from the database -- ensure that we have the initslot list node if not initslotlistnode then initslotlistnode = DB.findNode("initiativetracker.initslots"); end --Clear the table before rebuilding actedthisroundlist = {}; for k, v in pairs(initslotlistnode.getChildren()) do local initslotdbnode = v; if initslotdbnode.getChild("initslot_actornodename") then local actornodename = initslotdbnode.getChild("initslot_actornodename").getValue(); if actornodename ~= "" then table.insert(actedthisroundlist, DB.findNode(actornodename)); end end end end function clearInitSlot(initslotdbnode) -- Used at the end of the round to remove all actors assigned to init slots. --Debug.console("InitiativeManager.clearInitSlot - initslotdbnode name = " .. initslotdbnode.getNodeName()); if initslotdbnode then local initslotactordbnodename = initslotdbnode.getChild("initslot_actornodename").getValue(); --Debug.console("InitiativeManager.clearInitSlot - initslotactordbnodename = " .. initslotactordbnodename); local charactername = ""; if initslotdbnode.getChild("actor.classname").getValue() == "npc" then charactername = "GM NPC Slot"; elseif initslotdbnode.getChild("actor.classname").getValue() == "charsheet" then charactername= "Player Party Slot"; end initslotdbnode.getChild("initslotname").setValue(charactername); initslotdbnode.getChild("initslotactor_token").setValue(""); initslotdbnode.getChild("initslot_actornodename").setValue(""); -- Remove the actor from the acted this round table. for k,v in pairs(actedthisroundlist) do --Debug.console("InitiativeManager.clearInitSlot - actedthisround list line = " .. k .. ", " .. v.getNodeName()); if v.getNodeName() == initslotactordbnodename then --Debug.console("InitiativeManager.clearInitSlot - removing " .. v.getNodeName()); table.remove(actedthisroundlist, k); -- Reset the indicators getActiveInitSlot(); end end refreshInitSlotList(); end end function isOwnedIdentity(charsheetdbnode) -- Checks the nodename of the character sheet dbnode passed into the function and if this is an owned (controlled) identity then returns true. local ownedidentitylist = User.getOwnedIdentities(); --Debug.console("InitiativeManager.isOwnedIdentity - owned identities = " .. table.concat(ownedidentitylist, ", ") .. ", node to check = " .. charsheetdbnode.getNodeName()); for k,v in pairs(ownedidentitylist) do --Debug.console("InitiativeManager.isOwnedIdentity - k, v = " .. k .. ", " .. v); if charsheetdbnode.getNodeName() == ("charsheet." .. v) then --Debug.console("InitiativeManager.isOwnedIdentity = true!"); return true; end end return false; end function clientNextActor() -- Only allow a player to advance the active indicator if the currently active node is a PC -- only allow the owner of the current PC assigned to the init slot to advance the active indicator. local activeinitslotdbnode = getActiveInitSlot(); if activeinitslotdbnode then if isOwnedIdentity(DB.findNode(activeinitslotdbnode.getChild("initslot_actornodename").getValue())) then --Debug.console("InitiativeManager.clientNextActor - owned identities = " .. table.concat(User.getOwnedIdentities(), ", ")); --if activeinitslotdbnode.getChild("actor.classname").getValue() == "charsheet" then ChatManager.sendSpecialMessage(SPECIAL_MSGTYPE_NEXTACTOR, msg); --end end end end function handleNextActor(msguser, msgidentity, msgparams) if User.isHost() then nextActor(); end end function nextActor() if User.isHost() then local activeinitslotdbnode = getActiveInitSlot(); if activeinitslotdbnode then local initslotwindows = initslotlistcontrol.getWindows(); for k,v in ipairs(initslotwindows) do if v.getDatabaseNode().getNodeName() == activeinitslotdbnode.getNodeName() then local nextinitslotwindow = initslotlistcontrol.getNextWindow(v); if nextinitslotwindow then v.getDatabaseNode().getChild("actor.active").setValue(0); nextinitslotwindow.getDatabaseNode().getChild("actor.active").setValue(1); refreshInitSlotList(); return; elseif nextinitslotwindow == nil then -- We are at the end of the windows in the windowlist, set this last slot to inactive - i.e. all slots will now not be active - no active indicators shown. v.getDatabaseNode().getChild("actor.active").setValue(0); local nodeslotactiveclass = DB.findNode("initiativetracker.activeslotclass.slotactiveclass"); if nodeslotactiveclass then nodeslotactiveclass.setValue("blank"); end -- nextinitslotwindow.getDatabaseNode().getChild("actor.active").setValue(1); refreshInitSlotList(); -- Write end of rounds message to all the chat window on all clients local msg = {}; msg.font = "msgfont"; msg.text = "End of Round."; ChatManager.deliverMessage(msg); return; end end end end end end function rebuildInitSlots() -- Deletes the current init slots and rebuilds them based on the current actor list. -- Handy if some init slots or actors have been deleted and the links between actors and init slots need tidying up. if User.isHost() then -- Delete all current init slots for k, v in pairs(initslotlistnode.getChildren()) do v.delete(); end for k,actornode in pairs(actorlistnode.getChildren()) do recordname = actornode.getNodeName(); classname = actornode.getChild("actor.classname").getValue(); Debug.console("About to add " .. classname .. " with record " .. recordname) addInitSlot(classname, recordname); end -- refresh the init slot list refreshInitSlotList(); end end function removeAllInitSlots() if User.isHost() then --Debug.console("removeInitSlot - starting. Sourcenode = " .. sourcenode.getNodeName()); for k, v in pairs(initslotlistnode.getChildren()) do v.delete(); end --refreshActorList(); --refreshInitSlotList(); end end
object_tangible_destructible_gcw_imperial_vehicle = object_tangible_destructible_shared_gcw_imperial_vehicle:new { } ObjectTemplates:addTemplate(object_tangible_destructible_gcw_imperial_vehicle, "object/tangible/destructible/gcw_imperial_vehicle.iff")
local gamemode = ScriptedGamemode() gamemode.ScoreboardColumns = { "Name", "Ping" } gamemode:On("InitScoreboard", function (self, scoreboard) self.Scoreboard = scoreboard self.ScoreboardColumnIndexes = {} self.ScoreboardTeamIndexes = {} -- Retrieve active gamemode instead of base gamemode local derivedGamemode = match.GetGamemode() for _, columnName in pairs(derivedGamemode.ScoreboardColumns) do self.ScoreboardColumnIndexes[columnName] = scoreboard:AddColumn(columnName) end for _, team in pairs(self:GetTeams()) do local teamName = team:GetName() self.ScoreboardTeamIndexes[teamName] = scoreboard:AddTeam(teamName, team:GetColor()) end for _, player in pairs(match.GetPlayers()) do derivedGamemode:RegisterScoreboardPlayer(player) end end) gamemode:On("PlayerJoined", function (self, player) local scoreboard = self.Scoreboard if (not scoreboard) then return end -- Retrieve active gamemode instead of base gamemode match.GetGamemode():RegisterScoreboardPlayer(player) end) function gamemode:RegisterScoreboardPlayer(player) local scoreboard = assert(self.Scoreboard) local playerIndex = player:GetPlayerIndex() local isLocalPlayer = false local localPlayerCount = engine_GetLocalPlayerCount() for i = 1, localPlayerCount do if (engine_GetLocalPlayer_PlayerIndex(i - 1) == playerIndex) then isLocalPlayer = true break end end -- Retrieve active gamemode instead of base gamemode local derivedGamemode = match.GetGamemode() local columnValues = {} table.insert(columnValues, player:GetName()) for _, scoreType in pairs(derivedGamemode.ScoreTypes) do table.insert(columnValues, tostring(derivedGamemode:GetPlayerScore(player, scoreType) or 0)) end table.insert(columnValues, tostring(player:GetPing() or "")) local playerTeam = self:GetPlayerTeam(player) scoreboard:RegisterPlayer({ PlayerIndex = playerIndex, TeamIndex = playerTeam and self.ScoreboardTeamIndexes[playerTeam:GetName()] or nil, Values = columnValues, Color = derivedGamemode:GetPlayerColor(player), IsLocalPlayer = isLocalPlayer }) end function gamemode:UpdateScoreboard(playerScores) local scoreboard = self.Scoreboard if (not scoreboard) then return end local derivedGamemode = match.GetGamemode() for playerIndex, scores in pairs(playerScores) do for _, scoreType in pairs(derivedGamemode.ScoreTypes) do scoreboard:UpdatePlayerValue(playerIndex, self.ScoreboardColumnIndexes[scoreType], tostring(scores[scoreType] or 0)) end end end gamemode:On("PlayerLeave", function (self, player) local scoreboard = self.Scoreboard if (not scoreboard) then return end scoreboard:UnregisterPlayer(player:GetPlayerIndex()) end) gamemode:On("PlayerNameUpdate", function (self, player, newName) print(player:GetName() .. " has changed name to " .. newName) local scoreboard = self.Scoreboard if (not scoreboard) then return end scoreboard:UpdatePlayerValue(player:GetPlayerIndex(), self.ScoreboardColumnIndexes.Name, newName) end) gamemode:On("PlayerPingUpdate", function (self, player, newName) local scoreboard = self.Scoreboard if (not scoreboard) then return end for _, player in pairs(match.GetPlayers()) do scoreboard:UpdatePlayerValue(player:GetPlayerIndex(), self.ScoreboardColumnIndexes.Ping, tostring(player:GetPing() or "")) end end) gamemode:On("PlayerTeamUpdate", function (self, player, team) local scoreboard = self.Scoreboard if (not scoreboard) then return end scoreboard:UpdatePlayerTeam(player:GetPlayerIndex(), team and self.ScoreboardTeamIndexes[team:GetName()] or -1) end)
local key = ModPath .. ' ' .. RequiredScript if _G[key] then return else _G[key] = true end local fs_original_carrydata_init = CarryData.init function CarryData:init(unit) fs_original_carrydata_init(self, unit) if Network:is_client() or self._carry_id and not self:can_explode() then unit:set_extension_update_enabled(Idstring("carry_data"), false) end end
ERR_SEAT = 255 SEAT_STATE = { null = 0x00, unready = 0x01, ready = 0x02, gaming = 0x04, offline = 0x08, exit = 0x10, }
require("lib_gamesense") local maf = require("lib_maf") local ui_new_checkbox = ui.new_checkbox local ui_new_combobox = ui.new_combobox local ui_new_multiselect = ui.new_multiselect local ui_new_slider = ui.new_slider local ui_new_color_picker = ui.new_color_picker local ui_set_callback = ui.set_callback local ui_get = ui.get local ui_set = ui.set local ui_reference = ui.reference local ui_set_visible = ui.set_visible local math_abs = math.abs local math_floor = math.floor local math_cos = math.cos local math_sin = math.sin local math_max = math.max local math_min = math.min local renderer_world_to_screen = renderer.world_to_screen local renderer_text = renderer.text local renderer_rectangle = renderer.rectangle local renderer_line = renderer.line local renderer_measure_text = renderer.measure_text local entity_get_local_player = entity.get_local_player local entity_get_players = entity.get_players local entity_get_classname = entity.get_classname local entity_get_prop = entity.get_prop local string_find = string.find local string_match = string.match local client_draw_hitboxes = client.draw_hitboxes local client_userid_to_entindex = client.userid_to_entindex local client_screen_size = client.screen_size local globals_tickinterval = globals.tickinterval local globals_frametime = globals.frametime -- [About]------------------------------------------------------------------------------------------------------------------------------------------------------ -- Made by: w7rus (Astolfo) -- Credits: Aviarita [lib_gamesense] -- bjornbytes [lib_maf] -- [Configuration] ["Do not edit below this line"]-------------------------------- [Value/Description] --------------------------------------------------------- local ref_extesp_enable = ui_new_checkbox("VISUALS", "Player ESP", "Ext-ESP") local ref_extesp_filter_players = ui_new_combobox("VISUALS", "Player ESP", "Players", {"Off", "On (Ally/Enemy)", "On (CT/T)"}) local ref_extesp_filter_playersSubtype = ui_new_multiselect("VISUALS", "Player ESP", "Player Subtype", {"Ally", "Enemy", "CT", "T"}) local ref_extesp_filter_weapons = ui_new_checkbox("VISUALS", "Player ESP", "Weapons") local ref_extesp_filter_mapObjective = ui_new_checkbox("VISUALS", "Player ESP", "Objectives") local ref_extesp_filter_projectiles = ui_new_combobox("VISUALS", "Player ESP", "Projectiles", {"Off", "On (Owner)", "On (Subtype)"}) local ref_extesp_filter_other = ui_new_checkbox("VISUALS", "Player ESP", "Other") local ref_extesp_boundingBox = ui_new_combobox("VISUALS", "Player ESP", "Any > Bounding Box", {"Off", "On (Static 3D)", "On (Static 2D)"}) local ref_extesp_snapline = ui_new_checkbox("VISUALS", "Player ESP", "Any > Snapline") local ref_extesp_snaplineStartX = ui_new_slider("VISUALS", "Player ESP", "Any > Snapline (Start X)", 0, 100, 50, true, "%", 1) local ref_extesp_snaplineStartY = ui_new_slider("VISUALS", "Player ESP", "Any > Snapline (Start Y)", 0, 100, 50, true, "%", 1) local ref_extesp_originPoint = ui_new_checkbox("VISUALS", "Player ESP", "Any > Origin Point") local ref_extesp_skeleton = ui_new_checkbox("VISUALS", "Player ESP", "Any > Skeleton") local ref_extesp_hitbox = ui_new_multiselect("VISUALS", "Player ESP", "Any > Hitbox", {"Head", "Neck", "Spine 1", "Spine 2", "Spine 3", "Spine 4", "Pelvis", "Arm Upper L", "Arm Upper R", "Arm Lower L", "Arm Lower R", "Hand L", "Hand R", "Leg Upper L", "Leg Upper R", "Leg Lower L", "Leg Lower R", "Foot L", "Foot R"}) local ref_extesp_hitbox_antiflicker = ui_new_slider("VISUALS", "Player ESP", "Any > Hitbox > Antiflicker History", 1, 128, 1, true, "f.", 1) local ref_extesp_name = ui_new_checkbox("VISUALS", "Player ESP", "Any > Name/Classname") local ref_extesp_health = ui_new_checkbox("VISUALS", "Player ESP", "Any > Health") local ref_extesp_armor = ui_new_checkbox("VISUALS", "Player ESP", "Any > Armor") local ref_extesp_distance = ui_new_combobox("VISUALS", "Player ESP", "Any > Distance", {"Off", "Units", "Metric", "Imperial"}) local ref_extesp_navlocation = ui_new_checkbox("VISUALS", "Player ESP", "Any > NAV Location") local ref_extesp_equipment = ui_new_checkbox("VISUALS", "Player ESP", "Any > Equipment") local ref_extesp_ammo = ui_new_checkbox("VISUALS", "Player ESP", "Any > Equipment > Ammo") local ref_extesp_flags = ui_new_checkbox("VISUALS", "Player ESP", "Any > Flags") local ref_extesp_padding = ui_new_slider("VISUALS", "Player ESP", "Any > Screen Padding", 0, math_floor(math_min(client.screen_size()) / 2), 128, true, "px", 1) local b_esp_filter_playerEnemy_accentColor01 = {255, 0, 170, 255} local b_esp_filter_playerEnemy_accentColor02 = {170, 255, 0, 255} local b_esp_filter_playerAlly_accentColor01 = {0, 170, 255, 255} local b_esp_filter_playerAlly_accentColor02 = {0, 255, 170, 255} local b_esp_filter_playerEnemy_accentColor01_label = ui_new_checkbox("VISUALS", "Player ESP", "Players > Enemy (Color Invis.)") local b_esp_filter_playerEnemy_accentColor01_colorPicker = ui_new_color_picker("VISUALS", "Player ESP", "Players > Enemy (Color Invis.)", 255, 0, 170, 255) ui.set_callback(b_esp_filter_playerEnemy_accentColor01_colorPicker, function () local r, g, b, a = ui_get(b_esp_filter_playerEnemy_accentColor01_colorPicker); b_esp_filter_playerEnemy_accentColor01 = {r, g, b , a} end) local b_esp_filter_playerEnemy_accentColor02_label = ui_new_checkbox("VISUALS", "Player ESP", "Players > Enemy (Color Vis.)") local b_esp_filter_playerEnemy_accentColor02_colorPicker = ui_new_color_picker("VISUALS", "Player ESP", "Players > Enemy (Color Vis.)", 170, 255, 0, 255) ui.set_callback(b_esp_filter_playerEnemy_accentColor02_colorPicker, function () local r, g, b, a = ui_get(b_esp_filter_playerEnemy_accentColor02_colorPicker); b_esp_filter_playerEnemy_accentColor02 = {r, g, b , a} end) local b_esp_filter_playerAlly_accentColor01_label = ui_new_checkbox("VISUALS", "Player ESP", "Players > Ally (Color Invis.)") local b_esp_filter_playerAlly_accentColor01_colorPicker = ui_new_color_picker("VISUALS", "Player ESP", "Players > Ally (Color Invis.)", 0, 170, 255, 255) ui.set_callback(b_esp_filter_playerAlly_accentColor01_colorPicker, function () local r, g, b, a = ui_get(b_esp_filter_playerAlly_accentColor01_colorPicker); b_esp_filter_playerAlly_accentColor01 = {r, g, b , a} end) local b_esp_filter_playerAlly_accentColor02_label = ui_new_checkbox("VISUALS", "Player ESP", "Players > Ally (Color Vis.)") local b_esp_filter_playerAlly_accentColor02_colorPicker = ui_new_color_picker("VISUALS", "Player ESP", "Players > Ally (Color Vis.)", 0, 255, 170, 255) ui.set_callback(b_esp_filter_playerAlly_accentColor02_colorPicker, function () local r, g, b, a = ui_get(b_esp_filter_playerAlly_accentColor02_colorPicker); b_esp_filter_playerAlly_accentColor02 = {r, g, b , a} end) local b_esp_filter_playerT_accentColor01 = {255, 0, 170, 255} local b_esp_filter_playerT_accentColor02 = {170, 255, 0, 255} local b_esp_filter_playerCT_accentColor01 = {0, 170, 255, 255} local b_esp_filter_playerCT_accentColor02 = {0, 255, 170, 255} local b_esp_filter_playerT_accentColor01_label = ui_new_checkbox("VISUALS", "Player ESP", "Players > T (Color Invis.)") local b_esp_filter_playerT_accentColor01_colorPicker = ui_new_color_picker("VISUALS", "Player ESP", "Players > T (Color Invis.)", 255, 0, 170, 255) ui.set_callback(b_esp_filter_playerT_accentColor01_colorPicker, function () local r, g, b, a = ui_get(b_esp_filter_playerT_accentColor01_colorPicker); b_esp_filter_playerT_accentColor01 = {r, g, b , a} end) local b_esp_filter_playerT_accentColor02_label = ui_new_checkbox("VISUALS", "Player ESP", "Players > T (Color Vis.)") local b_esp_filter_playerT_accentColor02_colorPicker = ui_new_color_picker("VISUALS", "Player ESP", "Players > T (Color Vis.)", 170, 255, 0, 255) ui.set_callback(b_esp_filter_playerT_accentColor02_colorPicker, function () local r, g, b, a = ui_get(b_esp_filter_playerT_accentColor02_colorPicker); b_esp_filter_playerT_accentColor02 = {r, g, b , a} end) local b_esp_filter_playerCT_accentColor01_label = ui_new_checkbox("VISUALS", "Player ESP", "Players > CT (Color Invis.)") local b_esp_filter_playerCT_accentColor01_colorPicker = ui_new_color_picker("VISUALS", "Player ESP", "Players > CT (Color Invis.)", 0, 170, 255, 255) ui.set_callback(b_esp_filter_playerCT_accentColor01_colorPicker, function () local r, g, b, a = ui_get(b_esp_filter_playerCT_accentColor01_colorPicker); b_esp_filter_playerCT_accentColor01 = {r, g, b , a} end) local b_esp_filter_playerCT_accentColor02_label = ui_new_checkbox("VISUALS", "Player ESP", "Players > CT (Color Vis.)") local b_esp_filter_playerCT_accentColor02_colorPicker = ui_new_color_picker("VISUALS", "Player ESP", "Players > CT (Color Vis.)", 0, 255, 170, 255) ui.set_callback(b_esp_filter_playerCT_accentColor02_colorPicker, function () local r, g, b, a = ui_get(b_esp_filter_playerCT_accentColor02_colorPicker); b_esp_filter_playerCT_accentColor02 = {r, g, b , a} end) local b_esp_filter_weapons_accentColor01 = {127, 127, 127, 63} local b_esp_filter_weapons_accentColor02 = {255, 255, 255, 63} local b_esp_filter_weapons_accentColor01_label = ui_new_checkbox("VISUALS", "Player ESP", "Weapons (Color Invis.)") local b_esp_filter_weapons_accentColor01_colorPicker = ui_new_color_picker("VISUALS", "Player ESP", "Weapons (Color Invis.)", 127, 127, 127, 63) ui.set_callback(b_esp_filter_weapons_accentColor01_colorPicker, function () local r, g, b, a = ui_get(b_esp_filter_weapons_accentColor01_colorPicker); b_esp_filter_weapons_accentColor01 = {r, g, b , a} end) local b_esp_filter_weapons_accentColor02_label = ui_new_checkbox("VISUALS", "Player ESP", "Weapons (Color Vis.)") local b_esp_filter_weapons_accentColor02_colorPicker = ui_new_color_picker("VISUALS", "Player ESP", "Weapons (Color Vis.)", 255, 255, 255, 63) ui.set_callback(b_esp_filter_weapons_accentColor02_colorPicker, function () local r, g, b, a = ui_get(b_esp_filter_weapons_accentColor02_colorPicker); b_esp_filter_weapons_accentColor02 = {r, g, b , a} end) b_esp_filter_mapObjective_accentColor01 = {} -- Autofilled using func_extesp_rainbowise function b_esp_filter_mapObjective_accentColor02 = {} -- Autofilled using func_extesp_rainbowise function b_esp_filter_other_accentColor01 = {127, 127, 127, 63} b_esp_filter_other_accentColor02 = {255, 255, 255, 63} b_esp_filter_other_accentColor01_label = ui_new_checkbox("VISUALS", "Player ESP", "Other (Color Invis.)") b_esp_filter_other_accentColor01_colorPicker = ui_new_color_picker("VISUALS", "Player ESP", "Other (Color Invis.)", 127, 127, 127, 63) ui.set_callback(b_esp_filter_other_accentColor01_colorPicker, function () local r, g, b, a = ui_get(b_esp_filter_other_accentColor01_colorPicker); b_esp_filter_other_accentColor01 = {r, g, b , a} end) b_esp_filter_other_accentColor02_label = ui_new_checkbox("VISUALS", "Player ESP", "Other (Color Vis.)") b_esp_filter_other_accentColor02_colorPicker = ui_new_color_picker("VISUALS", "Player ESP", "Other (Color Vis.)", 255, 255, 255, 63) ui.set_callback(b_esp_filter_other_accentColor02_colorPicker, function () local r, g, b, a = ui_get(b_esp_filter_other_accentColor02_colorPicker); b_esp_filter_other_accentColor02 = {r, g, b , a} end) b_esp_filter_projectile_stHEG_accentColor01 = {170, 0, 0, 255} b_esp_filter_projectile_stHEG_accentColor02 = {255, 0, 0, 255} b_esp_filter_projectile_stHEG_accentColor01_label = ui_new_checkbox("VISUALS", "Player ESP", "Projectile HEG (Color Invis.)") b_esp_filter_projectile_stHEG_accentColor01_colorPicker = ui_new_color_picker("VISUALS", "Player ESP", "Projectile HEG (Color Invis.)", 170, 0, 0, 255) ui.set_callback(b_esp_filter_projectile_stHEG_accentColor01_colorPicker, function () local r, g, b, a = ui_get(b_esp_filter_projectile_stHEG_accentColor01_colorPicker); b_esp_filter_projectile_stHEG_accentColor01 = {r, g, b , a} end) b_esp_filter_projectile_stHEG_accentColor02_label = ui_new_checkbox("VISUALS", "Player ESP", "Projectile HEG (Color Vis.)") b_esp_filter_projectile_stHEG_accentColor02_colorPicker = ui_new_color_picker("VISUALS", "Player ESP", "Projectile HEG (Color Vis.)", 255, 0, 0, 255) ui.set_callback(b_esp_filter_projectile_stHEG_accentColor02_colorPicker, function () local r, g, b, a = ui_get(b_esp_filter_projectile_stHEG_accentColor02_colorPicker); b_esp_filter_projectile_stHEG_accentColor02 = {r, g, b , a} end) b_esp_filter_projectile_stTAG_accentColor01 = {113, 0, 170, 255} b_esp_filter_projectile_stTAG_accentColor02 = {170, 0, 255, 255} b_esp_filter_projectile_stTAG_accentColor01_label = ui_new_checkbox("VISUALS", "Player ESP", "Projectile TAG (Color Invis.)") b_esp_filter_projectile_stTAG_accentColor01_colorPicker = ui_new_color_picker("VISUALS", "Player ESP", "Projectile TAG (Color Invis.)", 113, 0, 170, 255) ui.set_callback(b_esp_filter_projectile_stTAG_accentColor01_colorPicker, function () local r, g, b, a = ui_get(b_esp_filter_projectile_stTAG_accentColor01_colorPicker); b_esp_filter_projectile_stTAG_accentColor01 = {r, g, b , a} end) b_esp_filter_projectile_stTAG_accentColor02_label = ui_new_checkbox("VISUALS", "Player ESP", "Projectile TAG (Color Vis.)") b_esp_filter_projectile_stTAG_accentColor02_colorPicker = ui_new_color_picker("VISUALS", "Player ESP", "Projectile TAG (Color Vis.)", 170, 0, 255, 255) ui.set_callback(b_esp_filter_projectile_stTAG_accentColor02_colorPicker, function () local r, g, b, a = ui_get(b_esp_filter_projectile_stTAG_accentColor02_colorPicker); b_esp_filter_projectile_stTAG_accentColor02 = {r, g, b , a} end) b_esp_filter_projectile_stSmokeG_accentColor01 = {0, 170, 0, 255} b_esp_filter_projectile_stSmokeG_accentColor02 = {0, 255, 0, 255} b_esp_filter_projectile_stSmokeG_accentColor01_label = ui_new_checkbox("VISUALS", "Player ESP", "Projectile SmokeG (Color Invis.)") b_esp_filter_projectile_stSmokeG_accentColor01_colorPicker = ui_new_color_picker("VISUALS", "Player ESP", "Projectile SmokeG (Color Invis.)", 0, 170, 0, 255) ui.set_callback(b_esp_filter_projectile_stSmokeG_accentColor01_colorPicker, function () local r, g, b, a = ui_get(b_esp_filter_projectile_stSmokeG_accentColor01_colorPicker); b_esp_filter_projectile_stSmokeG_accentColor01 = {r, g, b , a} end) b_esp_filter_projectile_stSmokeG_accentColor02_label = ui_new_checkbox("VISUALS", "Player ESP", "Projectile SmokeG (Color Vis.)") b_esp_filter_projectile_stSmokeG_accentColor02_colorPicker = ui_new_color_picker("VISUALS", "Player ESP", "Projectile SmokeG (Color Vis.)", 0, 255, 0, 255) ui.set_callback(b_esp_filter_projectile_stSmokeG_accentColor02_colorPicker, function () local r, g, b, a = ui_get(b_esp_filter_projectile_stSmokeG_accentColor02_colorPicker); b_esp_filter_projectile_stSmokeG_accentColor02 = {r, g, b , a} end) b_esp_filter_projectile_stMolotov_accentColor01 = {170, 113, 0, 255} b_esp_filter_projectile_stMolotov_accentColor02 = {255, 170, 0, 255} b_esp_filter_projectile_stMolotov_accentColor01_label = ui_new_checkbox("VISUALS", "Player ESP", "Projectile Molotov/Incendiary (Color Invis.)") b_esp_filter_projectile_stMolotov_accentColor01_colorPicker = ui_new_color_picker("VISUALS", "Player ESP", "Projectile Molotov/Incendiary (Color Invis.)", 170, 113, 0, 255) ui.set_callback(b_esp_filter_projectile_stMolotov_accentColor01_colorPicker, function () local r, g, b, a = ui_get(b_esp_filter_projectile_stMolotov_accentColor01_colorPicker); b_esp_filter_projectile_stMolotov_accentColor01 = {r, g, b , a} end) b_esp_filter_projectile_stMolotov_accentColor02_label = ui_new_checkbox("VISUALS", "Player ESP", "Projectile Molotov/Incendiary (Color Vis.)") b_esp_filter_projectile_stMolotov_accentColor02_colorPicker = ui_new_color_picker("VISUALS", "Player ESP", "Projectile Molotov/Incendiary (Color Vis.)", 255, 170, 0, 255) ui.set_callback(b_esp_filter_projectile_stMolotov_accentColor02_colorPicker, function () local r, g, b, a = ui_get(b_esp_filter_projectile_stMolotov_accentColor02_colorPicker); b_esp_filter_projectile_stMolotov_accentColor02 = {r, g, b , a} end) b_esp_filter_projectile_stFlashbang_accentColor01 = {170, 170, 170, 255} b_esp_filter_projectile_stFlashbang_accentColor02 = {255, 255, 255, 255} b_esp_filter_projectile_stFlashbang_accentColor01_label = ui_new_checkbox("VISUALS", "Player ESP", "Projectile Flashbang (Color Invis.)") b_esp_filter_projectile_stFlashbang_accentColor01_colorPicker = ui_new_color_picker("VISUALS", "Player ESP", "Projectile Flashbang (Color Invis.)", 170, 170, 170, 255) ui.set_callback(b_esp_filter_projectile_stFlashbang_accentColor01_colorPicker, function () local r, g, b, a = ui_get(b_esp_filter_projectile_stFlashbang_accentColor01_colorPicker); b_esp_filter_projectile_stFlashbang_accentColor01 = {r, g, b , a} end) b_esp_filter_projectile_stFlashbang_accentColor02_label = ui_new_checkbox("VISUALS", "Player ESP", "Projectile Flashbang (Color Vis.)") b_esp_filter_projectile_stFlashbang_accentColor02_colorPicker = ui_new_color_picker("VISUALS", "Player ESP", "Projectile Flashbang (Color Vis.)", 255, 255, 255, 255) ui.set_callback(b_esp_filter_projectile_stFlashbang_accentColor02_colorPicker, function () local r, g, b, a = ui_get(b_esp_filter_projectile_stFlashbang_accentColor02_colorPicker); b_esp_filter_projectile_stFlashbang_accentColor02 = {r, g, b , a} end) b_esp_filter_projectile_stDecoy_accentColor01 = {113, 113, 113, 255} b_esp_filter_projectile_stDecoy_accentColor02 = {170, 170, 170, 255} b_esp_filter_projectile_stDecoy_accentColor01_label = ui_new_checkbox("VISUALS", "Player ESP", "Projectile Decoy (Color Invis.)") b_esp_filter_projectile_stDecoy_accentColor01_colorPicker = ui_new_color_picker("VISUALS", "Player ESP", "Projectile Decoy (Color Invis.)", 113, 113, 113, 255) ui.set_callback(b_esp_filter_projectile_stDecoy_accentColor01_colorPicker, function () local r, g, b, a = ui_get(b_esp_filter_projectile_stDecoy_accentColor01_colorPicker); b_esp_filter_projectile_stDecoy_accentColor01 = {r, g, b , a} end) b_esp_filter_projectile_stDecoy_accentColor02_label = ui_new_checkbox("VISUALS", "Player ESP", "Projectile Decoy (Color Vis.)") b_esp_filter_projectile_stDecoy_accentColor02_colorPicker = ui_new_color_picker("VISUALS", "Player ESP", "Projectile Decoy (Color Vis.)", 170, 170, 170, 255) ui.set_callback(b_esp_filter_projectile_stDecoy_accentColor02_colorPicker, function () local r, g, b, a = ui_get(b_esp_filter_projectile_stDecoy_accentColor02_colorPicker); b_esp_filter_projectile_stDecoy_accentColor02 = {r, g, b , a} end) b_esp_filter_projectile_stSnowball_accentColor01 = {113, 170, 170, 255} b_esp_filter_projectile_stSnowball_accentColor02 = {170, 255, 255, 255} b_esp_filter_projectile_stSnowball_accentColor01_label = ui_new_checkbox("VISUALS", "Player ESP", "Projectile Snowball (Color Invis.)") b_esp_filter_projectile_stSnowball_accentColor01_colorPicker = ui_new_color_picker("VISUALS", "Player ESP", "Projectile Snowball (Color Invis.)", 113, 170, 170, 255) ui.set_callback(b_esp_filter_projectile_stSnowball_accentColor01_colorPicker, function () local r, g, b, a = ui_get(b_esp_filter_projectile_stSnowball_accentColor01_colorPicker); b_esp_filter_projectile_stSnowball_accentColor01 = {r, g, b , a} end) b_esp_filter_projectile_stSnowball_accentColor02_label = ui_new_checkbox("VISUALS", "Player ESP", "Projectile Snowball (Color Vis.)") b_esp_filter_projectile_stSnowball_accentColor02_colorPicker = ui_new_color_picker("VISUALS", "Player ESP", "Projectile Snowball (Color Vis.)", 170, 255, 255, 255) ui.set_callback(b_esp_filter_projectile_stSnowball_accentColor02_colorPicker, function () local r, g, b, a = ui_get(b_esp_filter_projectile_stSnowball_accentColor02_colorPicker); b_esp_filter_projectile_stSnowball_accentColor02 = {r, g, b , a} end) -- [Calculated configuration] ---------------------------------------------------------------------------------------------------------------------------------- local i_esp_drawScreenWidth, i_esp_drawScreenHeight = client_screen_size() local i_extesp_tickinterval = globals_tickinterval() local i_extesp_tickrate = 1 / i_extesp_tickinterval local i_extesp_frametime = nil local t_extesp_frametime_history = {} local i_extesp_absframetime = nil ui.set_callback(ref_extesp_hitbox_antiflicker, function() for i in pairs(t_extesp_frametime_history) do t_extesp_frametime_history[i] = nil end end) t_extesp_playerBoneTable = { [0] = "Head", [1] = "Neck", [2] = "Pelvis", [3] = "Spine 4", [4] = "Spine 3", [5] = "Spine 2", [6] = "Spine 1", [7] = "Leg Upper L", [8] = "Leg Upper R", [9] = "Leg Lower L", [10] = "Leg Lower R", [11] = "Foot L", [12] = "Foot R", [13] = "Hand L", [14] = "Hand R", [15] = "Arm Upper L", [17] = "Arm Upper R", [16] = "Arm Lower L", [18] = "Arm Lower R", } -- [Functions] ------------------------------------------------------------------------------------------------------------------------------------------------- local func_extesp_clampToViewport = function(mediaScreenWidth, mediaScreenHeight, mediaScreenAnchorX, mediaScreenAnchorY, entityScreenPosX, entityScreenPosY, entityScreenPosPadding) if entityScreenPosX <= 0 + entityScreenPosPadding then local X_XC_DELTA = math_abs(entityScreenPosX - mediaScreenAnchorX); local Y_YC_DELTA = math_abs(entityScreenPosY - mediaScreenAnchorY); local DELTA_YX_RATIO = Y_YC_DELTA / X_XC_DELTA; if entityScreenPosY > mediaScreenAnchorY then entityScreenPosY = entityScreenPosY + math_floor(entityScreenPosX * DELTA_YX_RATIO); end if entityScreenPosY < mediaScreenAnchorY then entityScreenPosY = entityScreenPosY - math_floor(entityScreenPosX * DELTA_YX_RATIO); end entityScreenPosX = 0 + entityScreenPosPadding; if entityScreenPosY > mediaScreenAnchorY then entityScreenPosY = entityScreenPosY - math_floor(entityScreenPosX * DELTA_YX_RATIO); end if entityScreenPosY < mediaScreenAnchorY then entityScreenPosY = entityScreenPosY + math_floor(entityScreenPosX * DELTA_YX_RATIO); end end if entityScreenPosX >= mediaScreenWidth - entityScreenPosPadding then local X_XC_DELTA = math_abs(entityScreenPosX - mediaScreenAnchorX); local Y_YC_DELTA = math_abs(entityScreenPosY - mediaScreenAnchorY); local DELTA_YX_RATIO = -(Y_YC_DELTA / X_XC_DELTA); if entityScreenPosY > mediaScreenAnchorY then entityScreenPosY = entityScreenPosY + math_floor((entityScreenPosX - mediaScreenWidth) * DELTA_YX_RATIO); end if entityScreenPosY < mediaScreenAnchorY then entityScreenPosY = entityScreenPosY - math_floor((entityScreenPosX - mediaScreenWidth) * DELTA_YX_RATIO); end entityScreenPosX = mediaScreenWidth - entityScreenPosPadding; if entityScreenPosY > mediaScreenAnchorY then entityScreenPosY = entityScreenPosY - math_floor((entityScreenPosX - mediaScreenWidth) * DELTA_YX_RATIO); end if entityScreenPosY < mediaScreenAnchorY then entityScreenPosY = entityScreenPosY + math_floor((entityScreenPosX - mediaScreenWidth) * DELTA_YX_RATIO); end end if entityScreenPosY <= 0 + entityScreenPosPadding then local X_XC_DELTA = math_abs(entityScreenPosX - mediaScreenAnchorX); local Y_YC_DELTA = math_abs(entityScreenPosY - mediaScreenAnchorY); local DELTA_XY_RATIO = X_XC_DELTA / Y_YC_DELTA; if entityScreenPosX > mediaScreenAnchorX then entityScreenPosX = entityScreenPosX + math_floor(entityScreenPosY * DELTA_XY_RATIO); end if entityScreenPosX < mediaScreenAnchorX then entityScreenPosX = entityScreenPosX - math_floor(entityScreenPosY * DELTA_XY_RATIO); end entityScreenPosY = (0 + entityScreenPosPadding); if entityScreenPosX > mediaScreenAnchorX then entityScreenPosX = entityScreenPosX - math_floor(entityScreenPosY * DELTA_XY_RATIO); end if entityScreenPosX < mediaScreenAnchorX then entityScreenPosX = entityScreenPosX + math_floor(entityScreenPosY * DELTA_XY_RATIO); end end if entityScreenPosY >= mediaScreenHeight - entityScreenPosPadding then local X_XC_DELTA = math_abs(entityScreenPosX - mediaScreenAnchorX); local Y_YC_DELTA = math_abs(entityScreenPosY - mediaScreenAnchorY); local DELTA_XY_RATIO = -(X_XC_DELTA / Y_YC_DELTA); if entityScreenPosX > mediaScreenAnchorX then entityScreenPosX = entityScreenPosX + math_floor((entityScreenPosY - mediaScreenHeight) * DELTA_XY_RATIO); end if entityScreenPosX < mediaScreenAnchorX then entityScreenPosX = entityScreenPosX - math_floor((entityScreenPosY - mediaScreenHeight) * DELTA_XY_RATIO); end entityScreenPosY = mediaScreenHeight - entityScreenPosPadding; if entityScreenPosX > mediaScreenAnchorX then entityScreenPosX = entityScreenPosX - math_floor((entityScreenPosY - mediaScreenHeight) * DELTA_XY_RATIO); end if entityScreenPosX < mediaScreenAnchorX then entityScreenPosX = entityScreenPosX + math_floor((entityScreenPosY - mediaScreenHeight) * DELTA_XY_RATIO); end end return entityScreenPosX, entityScreenPosY; end local func_extesp_getClampToViewport = function(mediaScreenWidth, mediaScreenHeight, entityScreenPosX, entityScreenPosY, entityScreenPosPadding) if entityScreenPosX <= 0 + entityScreenPosPadding then return false elseif entityScreenPosX >= mediaScreenWidth - entityScreenPosPadding then return false elseif entityScreenPosY <= 0 + entityScreenPosPadding then return false elseif entityScreenPosY >= mediaScreenHeight - entityScreenPosPadding then return false end return true end local func_extesp_rainbowise = function(a,b,c,d,e,f,g)local h,i,j=math_cos(a*(f+g))*b+math_floor(b/2),math_cos(a*(f+g)+2*math.pi/3*c)*b+math_floor(b/2),math_cos(a*(f+g)-2*math.pi/3*c)*b+math_floor(b/2)if h<d then h=d end;if j<d then j=d end;if i<d then i=d end;if h>e then h=e end;if j>e then j=e end;if i>e then i=e end;return {h,i,j} end local func_extesp_rotate3D = function(pitch, yaw, roll, nodes) for i = 1, #nodes do local vec = maf.vec3(nodes[i].x, nodes[i].y, nodes[i].z) local p, y, r = .5 * math.rad(pitch), .5 * math.rad(yaw), .5 * math.rad(roll) local cx = math.cos(p) local sx = math.sin(p) local cy = math.cos(y) local sy = math.sin(y) local cz = math.cos(r) local sz = math.sin(r) local x = sx * cy * cz - cx * sy * sz local y = cx * sy * cz + sx * cy * sz local z = cx * cy * sz - sx * sy * cz local w = cx * cy * cz + sx * sy * sz local rot = maf.quat(x, y, z, w) vec:rotate(rot) nodes[i] = vec end end local table_contains_str = function(table, str) for _, v in ipairs(table) do if v == str then return true end end return false end local table_is_empty = function(table) if next(table) == nil then return true end return false end local func_extesp_snapline = function(entIndex_serverEntCAny, accentColor01, accentColor02, i_esp_anchorPosX, i_esp_anchorPosY) local obj_serverEntCAny = Entity(entIndex_serverEntCAny) local obj_localEntCCSPlayer = Player(entIndex_localEntCCSPlayer) local vec_serverEntCAny_WorldPos = obj_serverEntCAny:get_vec_origin() local i_serverEntCAny_ScreenPosX, i_serverEntCAny_ScreenPosY = renderer_world_to_screen(vec_serverEntCAny_WorldPos.x, vec_serverEntCAny_WorldPos.y, vec_serverEntCAny_WorldPos.z) if i_serverEntCAny_ScreenPosX ~= nil and i_serverEntCAny_ScreenPosY ~= nil then i_serverEntCAny_ScreenPosX, i_serverEntCAny_ScreenPosY = func_extesp_clampToViewport(i_esp_drawScreenWidth, i_esp_drawScreenHeight, i_esp_anchorPosX, i_esp_anchorPosY, i_serverEntCAny_ScreenPosX, i_serverEntCAny_ScreenPosY, ui_get(ref_extesp_padding)) if obj_serverEntCAny:is_player() == true then obj_serverEntCAny = Player(entIndex_serverEntCAny) vec_serverEntCAny_WorldPos = obj_serverEntCAny:get_hitbox_pos("head_0") end b_serverEntCAny_IsVisible = obj_localEntCCSPlayer:can_see_point(vec_serverEntCAny_WorldPos) if ui_get(ref_extesp_originPoint) then renderer_rectangle(i_serverEntCAny_ScreenPosX - 3, i_serverEntCAny_ScreenPosY - 3, 7, 7, 0, 0, 0, 127) if b_serverEntCAny_IsVisible == true then renderer_rectangle(i_serverEntCAny_ScreenPosX - 2, i_serverEntCAny_ScreenPosY - 2, 5, 5, accentColor02[1], accentColor02[2], accentColor02[3], accentColor02[4]) else renderer_rectangle(i_serverEntCAny_ScreenPosX - 2, i_serverEntCAny_ScreenPosY - 2, 5, 5, accentColor01[1], accentColor01[2], accentColor01[3], accentColor01[4]) end end if ui_get(ref_extesp_snapline) then if b_serverEntCAny_IsVisible == true then renderer_line(i_serverEntCAny_ScreenPosX, i_serverEntCAny_ScreenPosY, i_esp_anchorPosX, i_esp_anchorPosY, accentColor02[1], accentColor02[2], accentColor02[3], accentColor02[4]) else renderer_line(i_serverEntCAny_ScreenPosX, i_serverEntCAny_ScreenPosY, i_esp_anchorPosX, i_esp_anchorPosY, accentColor01[1], accentColor01[2], accentColor01[3], accentColor01[4]) end end end end local func_extesp_boundingBoxStatic = function(entIndex_serverEntCAny, accentColor01, accentColor02) if not (ui_get(ref_extesp_boundingBox) == "Off") then local obj_serverEntCAny = Entity(entIndex_serverEntCAny) local obj_localEntCCSPlayer = Player(entIndex_localEntCCSPlayer) local vec_serverEntCAny_WorldPos = {x, y, z} local vec_serverEntCAny_WorldAng = {pitch, yaw, roll} vec_serverEntCAny_WorldPos = obj_serverEntCAny:get_vec_origin() vec_serverEntCAny_WorldAng.pitch, vec_serverEntCAny_WorldAng.yaw, vec_serverEntCAny_WorldAng.roll = entity_get_prop(entIndex_serverEntCAny, "m_angRotation", array_index) local vec_serverEntCAny_WorldPosVecMins = obj_serverEntCAny:get_vec_mins() local vec_serverEntCAny_WorldPosVecMaxs = obj_serverEntCAny:get_vec_maxs() local vec_serverEntCAny_WorldPosP1P8 = { [1] = { x = vec_serverEntCAny_WorldPosVecMins.x, y = vec_serverEntCAny_WorldPosVecMins.y, z = vec_serverEntCAny_WorldPosVecMins.z, }, [2] = { x = vec_serverEntCAny_WorldPosVecMaxs.x, y = vec_serverEntCAny_WorldPosVecMins.y, z = vec_serverEntCAny_WorldPosVecMins.z, }, [3] = { x = vec_serverEntCAny_WorldPosVecMaxs.x, y = vec_serverEntCAny_WorldPosVecMaxs.y, z = vec_serverEntCAny_WorldPosVecMins.z, }, [4] = { x = vec_serverEntCAny_WorldPosVecMins.x, y = vec_serverEntCAny_WorldPosVecMaxs.y, z = vec_serverEntCAny_WorldPosVecMins.z, }, [5] = { x = vec_serverEntCAny_WorldPosVecMins.x, y = vec_serverEntCAny_WorldPosVecMins.y, z = vec_serverEntCAny_WorldPosVecMaxs.z, }, [6] = { x = vec_serverEntCAny_WorldPosVecMaxs.x, y = vec_serverEntCAny_WorldPosVecMins.y, z = vec_serverEntCAny_WorldPosVecMaxs.z, }, [7] = { x = vec_serverEntCAny_WorldPosVecMaxs.x, y = vec_serverEntCAny_WorldPosVecMaxs.y, z = vec_serverEntCAny_WorldPosVecMaxs.z, }, [8] = { x = vec_serverEntCAny_WorldPosVecMins.x, y = vec_serverEntCAny_WorldPosVecMaxs.y, z = vec_serverEntCAny_WorldPosVecMaxs.z, }, } func_extesp_rotate3D(vec_serverEntCAny_WorldAng.roll, vec_serverEntCAny_WorldAng.pitch, vec_serverEntCAny_WorldAng.yaw, vec_serverEntCAny_WorldPosP1P8) vec_serverEntCAny_WorldPosP1P8 = { [1] = { x = vec_serverEntCAny_WorldPosP1P8[1].x + vec_serverEntCAny_WorldPos.x, y = vec_serverEntCAny_WorldPosP1P8[1].y + vec_serverEntCAny_WorldPos.y, z = vec_serverEntCAny_WorldPosP1P8[1].z + vec_serverEntCAny_WorldPos.z, }, [2] = { x = vec_serverEntCAny_WorldPosP1P8[2].x + vec_serverEntCAny_WorldPos.x, y = vec_serverEntCAny_WorldPosP1P8[2].y + vec_serverEntCAny_WorldPos.y, z = vec_serverEntCAny_WorldPosP1P8[2].z + vec_serverEntCAny_WorldPos.z, }, [3] = { x = vec_serverEntCAny_WorldPosP1P8[3].x + vec_serverEntCAny_WorldPos.x, y = vec_serverEntCAny_WorldPosP1P8[3].y + vec_serverEntCAny_WorldPos.y, z = vec_serverEntCAny_WorldPosP1P8[3].z + vec_serverEntCAny_WorldPos.z, }, [4] = { x = vec_serverEntCAny_WorldPosP1P8[4].x + vec_serverEntCAny_WorldPos.x, y = vec_serverEntCAny_WorldPosP1P8[4].y + vec_serverEntCAny_WorldPos.y, z = vec_serverEntCAny_WorldPosP1P8[4].z + vec_serverEntCAny_WorldPos.z, }, [5] = { x = vec_serverEntCAny_WorldPosP1P8[5].x + vec_serverEntCAny_WorldPos.x, y = vec_serverEntCAny_WorldPosP1P8[5].y + vec_serverEntCAny_WorldPos.y, z = vec_serverEntCAny_WorldPosP1P8[5].z + vec_serverEntCAny_WorldPos.z, }, [6] = { x = vec_serverEntCAny_WorldPosP1P8[6].x + vec_serverEntCAny_WorldPos.x, y = vec_serverEntCAny_WorldPosP1P8[6].y + vec_serverEntCAny_WorldPos.y, z = vec_serverEntCAny_WorldPosP1P8[6].z + vec_serverEntCAny_WorldPos.z, }, [7] = { x = vec_serverEntCAny_WorldPosP1P8[7].x + vec_serverEntCAny_WorldPos.x, y = vec_serverEntCAny_WorldPosP1P8[7].y + vec_serverEntCAny_WorldPos.y, z = vec_serverEntCAny_WorldPosP1P8[7].z + vec_serverEntCAny_WorldPos.z, }, [8] = { x = vec_serverEntCAny_WorldPosP1P8[8].x + vec_serverEntCAny_WorldPos.x, y = vec_serverEntCAny_WorldPosP1P8[8].y + vec_serverEntCAny_WorldPos.y, z = vec_serverEntCAny_WorldPosP1P8[8].z + vec_serverEntCAny_WorldPos.z, }, } local renderer_world_to_screen_asTable = function(Wx, Wy, Wz) local returnObj = {x, y} returnObj.x, returnObj.y = renderer_world_to_screen(Wx, Wy, Wz) return returnObj end local vec_serverEntCAny_ScreenPosP1P8 = { [1] = renderer_world_to_screen_asTable(vec_serverEntCAny_WorldPosP1P8[1].x, vec_serverEntCAny_WorldPosP1P8[1].y, vec_serverEntCAny_WorldPosP1P8[1].z), [2] = renderer_world_to_screen_asTable(vec_serverEntCAny_WorldPosP1P8[2].x, vec_serverEntCAny_WorldPosP1P8[2].y, vec_serverEntCAny_WorldPosP1P8[2].z), [3] = renderer_world_to_screen_asTable(vec_serverEntCAny_WorldPosP1P8[3].x, vec_serverEntCAny_WorldPosP1P8[3].y, vec_serverEntCAny_WorldPosP1P8[3].z), [4] = renderer_world_to_screen_asTable(vec_serverEntCAny_WorldPosP1P8[4].x, vec_serverEntCAny_WorldPosP1P8[4].y, vec_serverEntCAny_WorldPosP1P8[4].z), [5] = renderer_world_to_screen_asTable(vec_serverEntCAny_WorldPosP1P8[5].x, vec_serverEntCAny_WorldPosP1P8[5].y, vec_serverEntCAny_WorldPosP1P8[5].z), [6] = renderer_world_to_screen_asTable(vec_serverEntCAny_WorldPosP1P8[6].x, vec_serverEntCAny_WorldPosP1P8[6].y, vec_serverEntCAny_WorldPosP1P8[6].z), [7] = renderer_world_to_screen_asTable(vec_serverEntCAny_WorldPosP1P8[7].x, vec_serverEntCAny_WorldPosP1P8[7].y, vec_serverEntCAny_WorldPosP1P8[7].z), [8] = renderer_world_to_screen_asTable(vec_serverEntCAny_WorldPosP1P8[8].x, vec_serverEntCAny_WorldPosP1P8[8].y, vec_serverEntCAny_WorldPosP1P8[8].z), } for i = 1, #vec_serverEntCAny_ScreenPosP1P8 do if vec_serverEntCAny_ScreenPosP1P8[i].x == nil or vec_serverEntCAny_ScreenPosP1P8[i].y == nil then return end end if obj_serverEntCAny:is_player() == true then obj_serverEntCAny = Player(entIndex_serverEntCAny) vec_serverEntCAny_WorldPos = obj_serverEntCAny:get_hitbox_pos("head_0") end b_serverEntCAny_IsVisible = false b_serverEntCAny_IsVisible = obj_localEntCCSPlayer:can_see_point(vec_serverEntCAny_WorldPos) if ui_get(ref_extesp_boundingBox) == "On (Static 3D)" then local Color = {r, g, b, a}; if b_serverEntCAny_IsVisible == true then Color.r, Color.g, Color.b, Color.a = accentColor02[1], accentColor02[2], accentColor02[3], accentColor02[4] else Color.r, Color.g, Color.b, Color.a = accentColor01[1], accentColor01[2], accentColor01[3], accentColor01[4] end -- Bottom renderer_line(vec_serverEntCAny_ScreenPosP1P8[1].x, vec_serverEntCAny_ScreenPosP1P8[1].y, vec_serverEntCAny_ScreenPosP1P8[2].x, vec_serverEntCAny_ScreenPosP1P8[2].y, Color.r, Color.g, Color.b, Color.a) renderer_line(vec_serverEntCAny_ScreenPosP1P8[2].x, vec_serverEntCAny_ScreenPosP1P8[2].y, vec_serverEntCAny_ScreenPosP1P8[3].x, vec_serverEntCAny_ScreenPosP1P8[3].y, Color.r, Color.g, Color.b, Color.a) renderer_line(vec_serverEntCAny_ScreenPosP1P8[3].x, vec_serverEntCAny_ScreenPosP1P8[3].y, vec_serverEntCAny_ScreenPosP1P8[4].x, vec_serverEntCAny_ScreenPosP1P8[4].y, Color.r, Color.g, Color.b, Color.a) renderer_line(vec_serverEntCAny_ScreenPosP1P8[4].x, vec_serverEntCAny_ScreenPosP1P8[4].y, vec_serverEntCAny_ScreenPosP1P8[1].x, vec_serverEntCAny_ScreenPosP1P8[1].y, Color.r, Color.g, Color.b, Color.a) -- Top renderer_line(vec_serverEntCAny_ScreenPosP1P8[5].x, vec_serverEntCAny_ScreenPosP1P8[5].y, vec_serverEntCAny_ScreenPosP1P8[6].x, vec_serverEntCAny_ScreenPosP1P8[6].y, Color.r, Color.g, Color.b, Color.a) renderer_line(vec_serverEntCAny_ScreenPosP1P8[6].x, vec_serverEntCAny_ScreenPosP1P8[6].y, vec_serverEntCAny_ScreenPosP1P8[7].x, vec_serverEntCAny_ScreenPosP1P8[7].y, Color.r, Color.g, Color.b, Color.a) renderer_line(vec_serverEntCAny_ScreenPosP1P8[7].x, vec_serverEntCAny_ScreenPosP1P8[7].y, vec_serverEntCAny_ScreenPosP1P8[8].x, vec_serverEntCAny_ScreenPosP1P8[8].y, Color.r, Color.g, Color.b, Color.a) renderer_line(vec_serverEntCAny_ScreenPosP1P8[8].x, vec_serverEntCAny_ScreenPosP1P8[8].y, vec_serverEntCAny_ScreenPosP1P8[5].x, vec_serverEntCAny_ScreenPosP1P8[5].y, Color.r, Color.g, Color.b, Color.a) -- Sides renderer_line(vec_serverEntCAny_ScreenPosP1P8[1].x, vec_serverEntCAny_ScreenPosP1P8[1].y, vec_serverEntCAny_ScreenPosP1P8[5].x, vec_serverEntCAny_ScreenPosP1P8[5].y, Color.r, Color.g, Color.b, Color.a) renderer_line(vec_serverEntCAny_ScreenPosP1P8[2].x, vec_serverEntCAny_ScreenPosP1P8[2].y, vec_serverEntCAny_ScreenPosP1P8[6].x, vec_serverEntCAny_ScreenPosP1P8[6].y, Color.r, Color.g, Color.b, Color.a) renderer_line(vec_serverEntCAny_ScreenPosP1P8[3].x, vec_serverEntCAny_ScreenPosP1P8[3].y, vec_serverEntCAny_ScreenPosP1P8[7].x, vec_serverEntCAny_ScreenPosP1P8[7].y, Color.r, Color.g, Color.b, Color.a) renderer_line(vec_serverEntCAny_ScreenPosP1P8[4].x, vec_serverEntCAny_ScreenPosP1P8[4].y, vec_serverEntCAny_ScreenPosP1P8[8].x, vec_serverEntCAny_ScreenPosP1P8[8].y, Color.r, Color.g, Color.b, Color.a) end if ui_get(ref_extesp_boundingBox) == "On (Static 2D)" then local vec_serverEntCAny_ScreenPosOffsetX = 0; local vec_serverEntCAny_ScreenPosOffsetY = 0; local vec_serverEntCAny_ScreenPosStartX = i_esp_drawScreenWidth; local vec_serverEntCAny_ScreenPosStartY = i_esp_drawScreenHeight; for i = 1, 8 do for j = i + 1, 8 do vec_serverEntCAny_ScreenPosOffsetX = math_max(vec_serverEntCAny_ScreenPosOffsetX, math_abs(vec_serverEntCAny_ScreenPosP1P8[i].x - vec_serverEntCAny_ScreenPosP1P8[j].x)) vec_serverEntCAny_ScreenPosOffsetY = math_max(vec_serverEntCAny_ScreenPosOffsetY, math_abs(vec_serverEntCAny_ScreenPosP1P8[i].y - vec_serverEntCAny_ScreenPosP1P8[j].y)) end vec_serverEntCAny_ScreenPosStartX = math_min(vec_serverEntCAny_ScreenPosStartX, vec_serverEntCAny_ScreenPosP1P8[i].x) vec_serverEntCAny_ScreenPosStartY = math_min(vec_serverEntCAny_ScreenPosStartY, vec_serverEntCAny_ScreenPosP1P8[i].y) end local Color = {r, g, b, a}; if b_serverEntCAny_IsVisible == true then Color.r, Color.g, Color.b, Color.a = accentColor02[1], accentColor02[2], accentColor02[3], accentColor02[4] else Color.r, Color.g, Color.b, Color.a = accentColor01[1], accentColor01[2], accentColor01[3], accentColor01[4] end -- Bottom renderer_line(vec_serverEntCAny_ScreenPosStartX, vec_serverEntCAny_ScreenPosStartY + vec_serverEntCAny_ScreenPosOffsetY, vec_serverEntCAny_ScreenPosStartX + vec_serverEntCAny_ScreenPosOffsetX, vec_serverEntCAny_ScreenPosStartY + vec_serverEntCAny_ScreenPosOffsetY, Color.r, Color.g, Color.b, Color.a) -- Top renderer_line(vec_serverEntCAny_ScreenPosStartX, vec_serverEntCAny_ScreenPosStartY, vec_serverEntCAny_ScreenPosStartX + vec_serverEntCAny_ScreenPosOffsetX, vec_serverEntCAny_ScreenPosStartY, Color.r, Color.g, Color.b, Color.a) -- Sides renderer_line(vec_serverEntCAny_ScreenPosStartX, vec_serverEntCAny_ScreenPosStartY, vec_serverEntCAny_ScreenPosStartX, vec_serverEntCAny_ScreenPosStartY + vec_serverEntCAny_ScreenPosOffsetY, Color.r, Color.g, Color.b, Color.a) renderer_line(vec_serverEntCAny_ScreenPosStartX + vec_serverEntCAny_ScreenPosOffsetX, vec_serverEntCAny_ScreenPosStartY, vec_serverEntCAny_ScreenPosStartX + vec_serverEntCAny_ScreenPosOffsetX, vec_serverEntCAny_ScreenPosStartY + vec_serverEntCAny_ScreenPosOffsetY, Color.r, Color.g, Color.b, Color.a) end end end local func_extesp_getBoundingBoxStatic = function(entIndex_serverEntCAny) local obj_serverEntCAny = Entity(entIndex_serverEntCAny) local vec_serverEntCAny_WorldPos = {x, y, z} local vec_serverEntCAny_WorldAng = {pitch, yaw, roll} vec_serverEntCAny_WorldPos = obj_serverEntCAny:get_vec_origin() vec_serverEntCAny_WorldAng.pitch, vec_serverEntCAny_WorldAng.yaw, vec_serverEntCAny_WorldAng.roll = entity_get_prop(entIndex_serverEntCAny, "m_angRotation", array_index) local vec_serverEntCAny_WorldPosVecMins = obj_serverEntCAny:get_vec_mins() local vec_serverEntCAny_WorldPosVecMaxs = obj_serverEntCAny:get_vec_maxs() local vec_serverEntCAny_WorldPosP1P8 = { [1] = { x = vec_serverEntCAny_WorldPosVecMins.x, y = vec_serverEntCAny_WorldPosVecMins.y, z = vec_serverEntCAny_WorldPosVecMins.z, }, [2] = { x = vec_serverEntCAny_WorldPosVecMaxs.x, y = vec_serverEntCAny_WorldPosVecMins.y, z = vec_serverEntCAny_WorldPosVecMins.z, }, [3] = { x = vec_serverEntCAny_WorldPosVecMaxs.x, y = vec_serverEntCAny_WorldPosVecMaxs.y, z = vec_serverEntCAny_WorldPosVecMins.z, }, [4] = { x = vec_serverEntCAny_WorldPosVecMins.x, y = vec_serverEntCAny_WorldPosVecMaxs.y, z = vec_serverEntCAny_WorldPosVecMins.z, }, [5] = { x = vec_serverEntCAny_WorldPosVecMins.x, y = vec_serverEntCAny_WorldPosVecMins.y, z = vec_serverEntCAny_WorldPosVecMaxs.z, }, [6] = { x = vec_serverEntCAny_WorldPosVecMaxs.x, y = vec_serverEntCAny_WorldPosVecMins.y, z = vec_serverEntCAny_WorldPosVecMaxs.z, }, [7] = { x = vec_serverEntCAny_WorldPosVecMaxs.x, y = vec_serverEntCAny_WorldPosVecMaxs.y, z = vec_serverEntCAny_WorldPosVecMaxs.z, }, [8] = { x = vec_serverEntCAny_WorldPosVecMins.x, y = vec_serverEntCAny_WorldPosVecMaxs.y, z = vec_serverEntCAny_WorldPosVecMaxs.z, }, } func_extesp_rotate3D(vec_serverEntCAny_WorldAng.roll, vec_serverEntCAny_WorldAng.pitch, vec_serverEntCAny_WorldAng.yaw, vec_serverEntCAny_WorldPosP1P8) vec_serverEntCAny_WorldPosP1P8 = { [1] = { x = vec_serverEntCAny_WorldPosP1P8[1].x + vec_serverEntCAny_WorldPos.x, y = vec_serverEntCAny_WorldPosP1P8[1].y + vec_serverEntCAny_WorldPos.y, z = vec_serverEntCAny_WorldPosP1P8[1].z + vec_serverEntCAny_WorldPos.z, }, [2] = { x = vec_serverEntCAny_WorldPosP1P8[2].x + vec_serverEntCAny_WorldPos.x, y = vec_serverEntCAny_WorldPosP1P8[2].y + vec_serverEntCAny_WorldPos.y, z = vec_serverEntCAny_WorldPosP1P8[2].z + vec_serverEntCAny_WorldPos.z, }, [3] = { x = vec_serverEntCAny_WorldPosP1P8[3].x + vec_serverEntCAny_WorldPos.x, y = vec_serverEntCAny_WorldPosP1P8[3].y + vec_serverEntCAny_WorldPos.y, z = vec_serverEntCAny_WorldPosP1P8[3].z + vec_serverEntCAny_WorldPos.z, }, [4] = { x = vec_serverEntCAny_WorldPosP1P8[4].x + vec_serverEntCAny_WorldPos.x, y = vec_serverEntCAny_WorldPosP1P8[4].y + vec_serverEntCAny_WorldPos.y, z = vec_serverEntCAny_WorldPosP1P8[4].z + vec_serverEntCAny_WorldPos.z, }, [5] = { x = vec_serverEntCAny_WorldPosP1P8[5].x + vec_serverEntCAny_WorldPos.x, y = vec_serverEntCAny_WorldPosP1P8[5].y + vec_serverEntCAny_WorldPos.y, z = vec_serverEntCAny_WorldPosP1P8[5].z + vec_serverEntCAny_WorldPos.z, }, [6] = { x = vec_serverEntCAny_WorldPosP1P8[6].x + vec_serverEntCAny_WorldPos.x, y = vec_serverEntCAny_WorldPosP1P8[6].y + vec_serverEntCAny_WorldPos.y, z = vec_serverEntCAny_WorldPosP1P8[6].z + vec_serverEntCAny_WorldPos.z, }, [7] = { x = vec_serverEntCAny_WorldPosP1P8[7].x + vec_serverEntCAny_WorldPos.x, y = vec_serverEntCAny_WorldPosP1P8[7].y + vec_serverEntCAny_WorldPos.y, z = vec_serverEntCAny_WorldPosP1P8[7].z + vec_serverEntCAny_WorldPos.z, }, [8] = { x = vec_serverEntCAny_WorldPosP1P8[8].x + vec_serverEntCAny_WorldPos.x, y = vec_serverEntCAny_WorldPosP1P8[8].y + vec_serverEntCAny_WorldPos.y, z = vec_serverEntCAny_WorldPosP1P8[8].z + vec_serverEntCAny_WorldPos.z, }, } local renderer_world_to_screen_asTable = function(Wx, Wy, Wz) local returnObj = {x, y} returnObj.x, returnObj.y = renderer_world_to_screen(Wx, Wy, Wz) return returnObj end local vec_serverEntCAny_ScreenPosP1P8 = { [1] = renderer_world_to_screen_asTable(vec_serverEntCAny_WorldPosP1P8[1].x, vec_serverEntCAny_WorldPosP1P8[1].y, vec_serverEntCAny_WorldPosP1P8[1].z), [2] = renderer_world_to_screen_asTable(vec_serverEntCAny_WorldPosP1P8[2].x, vec_serverEntCAny_WorldPosP1P8[2].y, vec_serverEntCAny_WorldPosP1P8[2].z), [3] = renderer_world_to_screen_asTable(vec_serverEntCAny_WorldPosP1P8[3].x, vec_serverEntCAny_WorldPosP1P8[3].y, vec_serverEntCAny_WorldPosP1P8[3].z), [4] = renderer_world_to_screen_asTable(vec_serverEntCAny_WorldPosP1P8[4].x, vec_serverEntCAny_WorldPosP1P8[4].y, vec_serverEntCAny_WorldPosP1P8[4].z), [5] = renderer_world_to_screen_asTable(vec_serverEntCAny_WorldPosP1P8[5].x, vec_serverEntCAny_WorldPosP1P8[5].y, vec_serverEntCAny_WorldPosP1P8[5].z), [6] = renderer_world_to_screen_asTable(vec_serverEntCAny_WorldPosP1P8[6].x, vec_serverEntCAny_WorldPosP1P8[6].y, vec_serverEntCAny_WorldPosP1P8[6].z), [7] = renderer_world_to_screen_asTable(vec_serverEntCAny_WorldPosP1P8[7].x, vec_serverEntCAny_WorldPosP1P8[7].y, vec_serverEntCAny_WorldPosP1P8[7].z), [8] = renderer_world_to_screen_asTable(vec_serverEntCAny_WorldPosP1P8[8].x, vec_serverEntCAny_WorldPosP1P8[8].y, vec_serverEntCAny_WorldPosP1P8[8].z), } local returnObj = {x, y, width, height, onScreen} for i = 1, #vec_serverEntCAny_ScreenPosP1P8 do if vec_serverEntCAny_ScreenPosP1P8[i].x == nil or vec_serverEntCAny_ScreenPosP1P8[i].y == nil then returnObj.onScreen = false return returnObj end end local vec_serverEntCAny_ScreenPosOffsetX = 0; local vec_serverEntCAny_ScreenPosOffsetY = 0; local vec_serverEntCAny_ScreenPosStartX = i_esp_drawScreenWidth; local vec_serverEntCAny_ScreenPosStartY = i_esp_drawScreenHeight; for i = 1, 8 do for j = i + 1, 8 do vec_serverEntCAny_ScreenPosOffsetX = math_max(vec_serverEntCAny_ScreenPosOffsetX, math_abs(vec_serverEntCAny_ScreenPosP1P8[i].x - vec_serverEntCAny_ScreenPosP1P8[j].x)) vec_serverEntCAny_ScreenPosOffsetY = math_max(vec_serverEntCAny_ScreenPosOffsetY, math_abs(vec_serverEntCAny_ScreenPosP1P8[i].y - vec_serverEntCAny_ScreenPosP1P8[j].y)) end vec_serverEntCAny_ScreenPosStartX = math_min(vec_serverEntCAny_ScreenPosStartX, vec_serverEntCAny_ScreenPosP1P8[i].x) vec_serverEntCAny_ScreenPosStartY = math_min(vec_serverEntCAny_ScreenPosStartY, vec_serverEntCAny_ScreenPosP1P8[i].y) end returnObj.x = vec_serverEntCAny_ScreenPosStartX returnObj.y = vec_serverEntCAny_ScreenPosStartY returnObj.width = vec_serverEntCAny_ScreenPosOffsetX returnObj.height = vec_serverEntCAny_ScreenPosOffsetY returnObj.onScreen = true return returnObj end local func_extesp_skeleton = function(entIndex_serverEntCCSPlayer, accentColor01, accentColor02) if ui_get(ref_extesp_skeleton) then local obj_serverEntCCSPlayer = Player(entIndex_serverEntCCSPlayer) local obj_localEntCCSPlayer = Player(entIndex_localEntCCSPlayer) local renderer_world_to_screen_asTable = function(Wx, Wy, Wz) local returnObj = {x, y} returnObj.x, returnObj.y = renderer_world_to_screen(Wx, Wy, Wz) return returnObj end local vec_serverEntCCSPlayer_ScreenPosTable = {} for i = 0, 18 do local vec_serverEntCCSPlayer_WorldPos = obj_serverEntCCSPlayer:get_hitbox_pos(i) local vec_serverEntCCSPlayer_ScreenPos = renderer_world_to_screen_asTable(vec_serverEntCCSPlayer_WorldPos.x, vec_serverEntCCSPlayer_WorldPos.y, vec_serverEntCCSPlayer_WorldPos.z) table.insert(vec_serverEntCCSPlayer_ScreenPosTable, vec_serverEntCCSPlayer_ScreenPos) end for i = 1, 19 do if vec_serverEntCCSPlayer_ScreenPosTable[i].x == nil or vec_serverEntCCSPlayer_ScreenPosTable[i].y == nil then return end -- renderer.text(vec_serverEntCCSPlayer_ScreenPosTable[i].x, vec_serverEntCCSPlayer_ScreenPosTable[i].y, 255, 255, 255, 255, nil, 0, i) end b_serverEntCCSPlayer_IsVisible = false b_serverEntCCSPlayer_IsVisible = obj_localEntCCSPlayer:can_see_point(obj_serverEntCCSPlayer:get_hitbox_pos("head_0")) local Color = {r, g, b, a}; if b_serverEntCCSPlayer_IsVisible == true then Color.r, Color.g, Color.b, Color.a = accentColor02[1], accentColor02[2], accentColor02[3], accentColor02[4] else Color.r, Color.g, Color.b, Color.a = accentColor01[1], accentColor01[2], accentColor01[3], accentColor01[4] end -- Middle renderer_line(vec_serverEntCCSPlayer_ScreenPosTable[1].x, vec_serverEntCCSPlayer_ScreenPosTable[1].y, vec_serverEntCCSPlayer_ScreenPosTable[2].x, vec_serverEntCCSPlayer_ScreenPosTable[2].y, Color.r, Color.g, Color.b, Color.a) renderer_line(vec_serverEntCCSPlayer_ScreenPosTable[2].x, vec_serverEntCCSPlayer_ScreenPosTable[2].y, vec_serverEntCCSPlayer_ScreenPosTable[7].x, vec_serverEntCCSPlayer_ScreenPosTable[7].y, Color.r, Color.g, Color.b, Color.a) renderer_line(vec_serverEntCCSPlayer_ScreenPosTable[7].x, vec_serverEntCCSPlayer_ScreenPosTable[7].y, vec_serverEntCCSPlayer_ScreenPosTable[6].x, vec_serverEntCCSPlayer_ScreenPosTable[6].y, Color.r, Color.g, Color.b, Color.a) renderer_line(vec_serverEntCCSPlayer_ScreenPosTable[6].x, vec_serverEntCCSPlayer_ScreenPosTable[6].y, vec_serverEntCCSPlayer_ScreenPosTable[5].x, vec_serverEntCCSPlayer_ScreenPosTable[5].y, Color.r, Color.g, Color.b, Color.a) renderer_line(vec_serverEntCCSPlayer_ScreenPosTable[5].x, vec_serverEntCCSPlayer_ScreenPosTable[5].y, vec_serverEntCCSPlayer_ScreenPosTable[4].x, vec_serverEntCCSPlayer_ScreenPosTable[4].y, Color.r, Color.g, Color.b, Color.a) renderer_line(vec_serverEntCCSPlayer_ScreenPosTable[4].x, vec_serverEntCCSPlayer_ScreenPosTable[4].y, vec_serverEntCCSPlayer_ScreenPosTable[3].x, vec_serverEntCCSPlayer_ScreenPosTable[3].y, Color.r, Color.g, Color.b, Color.a) -- Arms renderer_line(vec_serverEntCCSPlayer_ScreenPosTable[7].x, vec_serverEntCCSPlayer_ScreenPosTable[7].y, vec_serverEntCCSPlayer_ScreenPosTable[16].x, vec_serverEntCCSPlayer_ScreenPosTable[16].y, Color.r, Color.g, Color.b, Color.a) renderer_line(vec_serverEntCCSPlayer_ScreenPosTable[16].x, vec_serverEntCCSPlayer_ScreenPosTable[16].y, vec_serverEntCCSPlayer_ScreenPosTable[17].x, vec_serverEntCCSPlayer_ScreenPosTable[17].y, Color.r, Color.g, Color.b, Color.a) renderer_line(vec_serverEntCCSPlayer_ScreenPosTable[17].x, vec_serverEntCCSPlayer_ScreenPosTable[17].y, vec_serverEntCCSPlayer_ScreenPosTable[14].x, vec_serverEntCCSPlayer_ScreenPosTable[14].y, Color.r, Color.g, Color.b, Color.a) renderer_line(vec_serverEntCCSPlayer_ScreenPosTable[7].x, vec_serverEntCCSPlayer_ScreenPosTable[7].y, vec_serverEntCCSPlayer_ScreenPosTable[18].x, vec_serverEntCCSPlayer_ScreenPosTable[18].y, Color.r, Color.g, Color.b, Color.a) renderer_line(vec_serverEntCCSPlayer_ScreenPosTable[18].x, vec_serverEntCCSPlayer_ScreenPosTable[18].y, vec_serverEntCCSPlayer_ScreenPosTable[19].x, vec_serverEntCCSPlayer_ScreenPosTable[19].y, Color.r, Color.g, Color.b, Color.a) renderer_line(vec_serverEntCCSPlayer_ScreenPosTable[19].x, vec_serverEntCCSPlayer_ScreenPosTable[19].y, vec_serverEntCCSPlayer_ScreenPosTable[15].x, vec_serverEntCCSPlayer_ScreenPosTable[15].y, Color.r, Color.g, Color.b, Color.a) -- Legs renderer_line(vec_serverEntCCSPlayer_ScreenPosTable[3].x, vec_serverEntCCSPlayer_ScreenPosTable[3].y, vec_serverEntCCSPlayer_ScreenPosTable[8].x, vec_serverEntCCSPlayer_ScreenPosTable[8].y, Color.r, Color.g, Color.b, Color.a) renderer_line(vec_serverEntCCSPlayer_ScreenPosTable[3].x, vec_serverEntCCSPlayer_ScreenPosTable[3].y, vec_serverEntCCSPlayer_ScreenPosTable[9].x, vec_serverEntCCSPlayer_ScreenPosTable[9].y, Color.r, Color.g, Color.b, Color.a) renderer_line(vec_serverEntCCSPlayer_ScreenPosTable[8].x, vec_serverEntCCSPlayer_ScreenPosTable[8].y, vec_serverEntCCSPlayer_ScreenPosTable[10].x, vec_serverEntCCSPlayer_ScreenPosTable[10].y, Color.r, Color.g, Color.b, Color.a) renderer_line(vec_serverEntCCSPlayer_ScreenPosTable[10].x, vec_serverEntCCSPlayer_ScreenPosTable[10].y, vec_serverEntCCSPlayer_ScreenPosTable[12].x, vec_serverEntCCSPlayer_ScreenPosTable[12].y, Color.r, Color.g, Color.b, Color.a) renderer_line(vec_serverEntCCSPlayer_ScreenPosTable[9].x, vec_serverEntCCSPlayer_ScreenPosTable[9].y, vec_serverEntCCSPlayer_ScreenPosTable[11].x, vec_serverEntCCSPlayer_ScreenPosTable[11].y, Color.r, Color.g, Color.b, Color.a) renderer_line(vec_serverEntCCSPlayer_ScreenPosTable[11].x, vec_serverEntCCSPlayer_ScreenPosTable[11].y, vec_serverEntCCSPlayer_ScreenPosTable[13].x, vec_serverEntCCSPlayer_ScreenPosTable[13].y, Color.r, Color.g, Color.b, Color.a) end end local func_extesp_hitbox = function(entIndex_serverEntCCSPlayer, accentColor01, accentColor02) if not(table_is_empty(ui_get(ref_extesp_hitbox))) then local obj_serverEntCCSPlayer = Player(entIndex_serverEntCCSPlayer) local obj_localEntCCSPlayer = Player(entIndex_localEntCCSPlayer) b_serverEntCCSPlayer_IsVisible = false b_serverEntCCSPlayer_IsVisible = obj_localEntCCSPlayer:can_see_point(obj_serverEntCCSPlayer:get_hitbox_pos("head_0")) local Color = {r, g, b, a}; if b_serverEntCCSPlayer_IsVisible == true then Color.r, Color.g, Color.b, Color.a = accentColor02[1], accentColor02[2], accentColor02[3], accentColor02[4] else Color.r, Color.g, Color.b, Color.a = accentColor01[1], accentColor01[2], accentColor01[3], accentColor01[4] end for i = 0, 18 do if table_contains_str(ui_get(ref_extesp_hitbox), t_extesp_playerBoneTable[i]) then client_draw_hitboxes(entIndex_serverEntCCSPlayer, i_extesp_absframetime, i, Color.r, Color.g, Color.b, Color.a) end end end end local func_extesp_CCSPlayerInfo = function(entIndex_serverEntCCSPlayer, accentColor01, accentColor02, i_esp_anchorPosX, i_esp_anchorPosY) local obj_serverEntCCSPlayer = Player(entIndex_serverEntCCSPlayer) local obj_localEntCCSPlayer = Player(entIndex_localEntCCSPlayer) local i_serverEntCCSPlayer_WorldPos = obj_serverEntCCSPlayer:get_vec_origin() local i_serverEntCCSPlayer_ScreenPosX, i_serverEntCCSPlayer_ScreenPosY = renderer_world_to_screen(i_serverEntCCSPlayer_WorldPos.x, i_serverEntCCSPlayer_WorldPos.y, i_serverEntCCSPlayer_WorldPos.z) if i_serverEntCCSPlayer_ScreenPosX ~= nil and i_serverEntCCSPlayer_ScreenPosY ~= nil then if func_extesp_getClampToViewport(i_esp_drawScreenWidth, i_esp_drawScreenHeight, i_serverEntCCSPlayer_ScreenPosX, i_serverEntCCSPlayer_ScreenPosY, ui_get(ref_extesp_padding)) == false then i_serverEntCCSPlayer_ScreenPosX, i_serverEntCCSPlayer_ScreenPosY = func_extesp_clampToViewport(i_esp_drawScreenWidth, i_esp_drawScreenHeight, i_esp_anchorPosX, i_esp_anchorPosY, i_serverEntCCSPlayer_ScreenPosX, i_serverEntCCSPlayer_ScreenPosY, ui_get(ref_extesp_padding)) local i_esp_draw_strOffset = 1 -- -- -- Name -- -- if ui_get(ref_extesp_name) then local i_esp_draw_name_strSizeX, i_esp_draw_name_strSizeY = renderer_measure_text("b", "Name: " .. obj_serverEntCCSPlayer:get_name()) renderer_rectangle(i_serverEntCCSPlayer_ScreenPosX - i_esp_draw_name_strSizeX / 2 - 4, i_serverEntCCSPlayer_ScreenPosY + i_esp_draw_name_strSizeY * i_esp_draw_strOffset, i_esp_draw_name_strSizeX + 8, i_esp_draw_name_strSizeY, 0, 0, 0, 127) renderer_text(i_serverEntCCSPlayer_ScreenPosX - i_esp_draw_name_strSizeX / 2, i_serverEntCCSPlayer_ScreenPosY + i_esp_draw_name_strSizeY * i_esp_draw_strOffset, 255, 255, 255, 255, "b", 0, "Name: " .. obj_serverEntCCSPlayer:get_name()) i_esp_draw_strOffset = i_esp_draw_strOffset + 1 end -- -- -- Health -- -- if ui_get(ref_extesp_health) then local i_esp_draw_health_strSizeX, i_esp_draw_health_strSizeY = renderer_measure_text("b", "Health: " .. obj_serverEntCCSPlayer:get_health() .. "%") renderer_rectangle(i_serverEntCCSPlayer_ScreenPosX - i_esp_draw_health_strSizeX / 2 - 4, i_serverEntCCSPlayer_ScreenPosY + i_esp_draw_health_strSizeY * i_esp_draw_strOffset, i_esp_draw_health_strSizeX + 8, i_esp_draw_health_strSizeY, 0, 0, 0, 127) renderer_text(i_serverEntCCSPlayer_ScreenPosX - i_esp_draw_health_strSizeX / 2, i_serverEntCCSPlayer_ScreenPosY + i_esp_draw_health_strSizeY * i_esp_draw_strOffset, 255 - 255 * obj_serverEntCCSPlayer:get_health() / 100, 255 * obj_serverEntCCSPlayer:get_health() / 100, 0, 255, "b", 0, "Health: " .. obj_serverEntCCSPlayer:get_health() .. "%") i_esp_draw_strOffset = i_esp_draw_strOffset + 1 end -- -- -- Armor -- -- if ui_get(ref_extesp_armor) then if obj_serverEntCCSPlayer:playerresource():get_armor() > 0 then local i_esp_draw_armor_strSizeX, i_esp_draw_armor_strSizeY = renderer_measure_text("b", "Armor: " .. obj_serverEntCCSPlayer:playerresource():get_armor() .. "%") renderer_rectangle(i_serverEntCCSPlayer_ScreenPosX - i_esp_draw_armor_strSizeX / 2 - 4, i_serverEntCCSPlayer_ScreenPosY + i_esp_draw_armor_strSizeY * i_esp_draw_strOffset, i_esp_draw_armor_strSizeX + 8, i_esp_draw_armor_strSizeY, 0, 0, 0, 127) renderer_text(i_serverEntCCSPlayer_ScreenPosX - i_esp_draw_armor_strSizeX / 2, i_serverEntCCSPlayer_ScreenPosY + i_esp_draw_armor_strSizeY * i_esp_draw_strOffset, 127 + 127 * obj_serverEntCCSPlayer:playerresource():get_armor() / 100, 127 + 127 * obj_serverEntCCSPlayer:playerresource():get_armor() / 100, 127 + 127 * obj_serverEntCCSPlayer:playerresource():get_armor() / 100, 255, "b", 0, "Armor: " .. obj_serverEntCCSPlayer:playerresource():get_armor() .. "%") i_esp_draw_strOffset = i_esp_draw_strOffset + 1 end end -- -- -- Distance -- -- if ui_get(ref_extesp_distance) ~= "Off" then local i_localEntCCSPlayer_WorldPos = obj_localEntCCSPlayer:get_vec_origin() local value = math.sqrt((i_serverEntCCSPlayer_WorldPos.x - i_localEntCCSPlayer_WorldPos.x) ^ 2 + (i_serverEntCCSPlayer_WorldPos.y - i_localEntCCSPlayer_WorldPos.y) ^ 2 + (i_serverEntCCSPlayer_WorldPos.z - i_localEntCCSPlayer_WorldPos.z) ^ 2) local valueUnit = " u." if ui_get(ref_extesp_distance) == "Metric" then value = value * 0.01905 valueUnit = " m." end if ui_get(ref_extesp_distance) == "Imperial" then value = value * 0.075 valueUnit = " ft." end local i_esp_draw_distance_strSizeX, i_esp_draw_distance_strSizeY = renderer_measure_text("b", "Distance: " .. string.format("%d", value) .. valueUnit) renderer_rectangle(i_serverEntCCSPlayer_ScreenPosX - i_esp_draw_distance_strSizeX / 2 - 4, i_serverEntCCSPlayer_ScreenPosY + i_esp_draw_distance_strSizeY * i_esp_draw_strOffset, i_esp_draw_distance_strSizeX + 8, i_esp_draw_distance_strSizeY, 0, 0, 0, 127) renderer_text(i_serverEntCCSPlayer_ScreenPosX - i_esp_draw_distance_strSizeX / 2, i_serverEntCCSPlayer_ScreenPosY + i_esp_draw_distance_strSizeY * i_esp_draw_strOffset, 255, 255, 255, 255, "b", 0, "Distance: " .. string.format("%d", value) .. valueUnit) i_esp_draw_strOffset = i_esp_draw_strOffset + 1 end -- -- -- NAV Location -- -- if ui_get(ref_extesp_navlocation) then local str_esp_draw_navlocation = entity_get_prop(entIndex_serverEntCCSPlayer, "m_szLastPlaceName", array_index) local i_esp_draw_navlocation_strSizeX, i_esp_draw_navlocation_strSizeY = renderer_measure_text("b", "Location: " .. str_esp_draw_navlocation) renderer_rectangle(i_serverEntCCSPlayer_ScreenPosX - i_esp_draw_navlocation_strSizeX / 2 - 4, i_serverEntCCSPlayer_ScreenPosY + i_esp_draw_navlocation_strSizeY * i_esp_draw_strOffset, i_esp_draw_navlocation_strSizeX + 8, i_esp_draw_navlocation_strSizeY, 0, 0, 0, 127) renderer_text(i_serverEntCCSPlayer_ScreenPosX - i_esp_draw_navlocation_strSizeX / 2, i_serverEntCCSPlayer_ScreenPosY + i_esp_draw_navlocation_strSizeY * i_esp_draw_strOffset, 255, 255, 255, 255, "b", 0, "Location: " .. str_esp_draw_navlocation) i_esp_draw_strOffset = i_esp_draw_strOffset + 1 end -- -- -- Weapons -- -- if ui_get(ref_extesp_equipment) then i_esp_draw_strOffset = i_esp_draw_strOffset + 1 local arr_esp_draw_weapons = obj_serverEntCCSPlayer:get_all_weapons() for i = 1, #arr_esp_draw_weapons do local ent_esp_draw_weapon = arr_esp_draw_weapons[i] local str_esp_draw_weapon = "" if ui_get(ref_extesp_ammo) and not(ent_esp_draw_weapon:is_knife()) and ent_esp_draw_weapon:get_current_ammo() ~= nil and ent_esp_draw_weapon:get_max_ammo() ~= nil then str_esp_draw_weapon = ent_esp_draw_weapon:get_name() .. " (" .. ent_esp_draw_weapon:get_current_ammo() .. "/" .. ent_esp_draw_weapon:get_max_ammo() .. ")" else str_esp_draw_weapon = ent_esp_draw_weapon:get_name() end local i_esp_draw_weapon_strSizeX, i_esp_draw_weapon_strSizeY = renderer_measure_text("b", str_esp_draw_weapon) renderer_rectangle(i_serverEntCCSPlayer_ScreenPosX - i_esp_draw_weapon_strSizeX / 2 - 4, i_serverEntCCSPlayer_ScreenPosY + i_esp_draw_weapon_strSizeY * i_esp_draw_strOffset, i_esp_draw_weapon_strSizeX + 8, i_esp_draw_weapon_strSizeY, 0, 0, 0, 127) if ent_esp_draw_weapon:get_index() == obj_serverEntCCSPlayer:get_active_weapon():get_index() then renderer_text(i_serverEntCCSPlayer_ScreenPosX - i_esp_draw_weapon_strSizeX / 2, i_serverEntCCSPlayer_ScreenPosY + i_esp_draw_weapon_strSizeY * i_esp_draw_strOffset, 255, 255, 0, 255, "b", 0, str_esp_draw_weapon) else renderer_text(i_serverEntCCSPlayer_ScreenPosX - i_esp_draw_weapon_strSizeX / 2, i_serverEntCCSPlayer_ScreenPosY + i_esp_draw_weapon_strSizeY * i_esp_draw_strOffset, 255, 255, 255, 255, "b", 0, str_esp_draw_weapon) end i_esp_draw_strOffset = i_esp_draw_strOffset + 1 end end -- -- -- Player State -- -- if ui_get(ref_extesp_flags) then i_esp_draw_strOffset = i_esp_draw_strOffset + 1 -- -- -- Is Scoped -- -- if obj_serverEntCCSPlayer:is_scoped() then local i_esp_draw_state_strSizeX, i_esp_draw_state_strSizeY = renderer_measure_text("b", "Scoped") renderer_rectangle(i_serverEntCCSPlayer_ScreenPosX - i_esp_draw_state_strSizeX / 2 - 4, i_serverEntCCSPlayer_ScreenPosY + i_esp_draw_state_strSizeY * i_esp_draw_strOffset, i_esp_draw_state_strSizeX + 8, i_esp_draw_state_strSizeY, 0, 0, 0, 127) renderer_text(i_serverEntCCSPlayer_ScreenPosX - i_esp_draw_state_strSizeX / 2, i_serverEntCCSPlayer_ScreenPosY + i_esp_draw_state_strSizeY * i_esp_draw_strOffset, 255, 255, 0, 255, "b", 0, "Scoped") i_esp_draw_strOffset = i_esp_draw_strOffset + 1 end -- -- -- Is Flashed -- -- if obj_serverEntCCSPlayer:is_flashed() then local i_esp_draw_state_strSizeX, i_esp_draw_state_strSizeY = renderer_measure_text("b", "Flashed") renderer_rectangle(i_serverEntCCSPlayer_ScreenPosX - i_esp_draw_state_strSizeX / 2 - 4, i_serverEntCCSPlayer_ScreenPosY + i_esp_draw_state_strSizeY * i_esp_draw_strOffset, i_esp_draw_state_strSizeX + 8, i_esp_draw_state_strSizeY, 0, 0, 0, 127) renderer_text(i_serverEntCCSPlayer_ScreenPosX - i_esp_draw_state_strSizeX / 2, i_serverEntCCSPlayer_ScreenPosY + i_esp_draw_state_strSizeY * i_esp_draw_strOffset, 193, 240, 255, 255, "b", 0, "Flashed") i_esp_draw_strOffset = i_esp_draw_strOffset + 1 end -- -- -- Has Bomb -- -- if obj_serverEntCCSPlayer:has_bomb() then local i_esp_draw_state_strSizeX, i_esp_draw_state_strSizeY = renderer_measure_text("b", "Bombcarrier") renderer_rectangle(i_serverEntCCSPlayer_ScreenPosX - i_esp_draw_state_strSizeX / 2 - 4, i_serverEntCCSPlayer_ScreenPosY + i_esp_draw_state_strSizeY * i_esp_draw_strOffset, i_esp_draw_state_strSizeX + 8, i_esp_draw_state_strSizeY, 0, 0, 0, 127) renderer_text(i_serverEntCCSPlayer_ScreenPosX - i_esp_draw_state_strSizeX / 2, i_serverEntCCSPlayer_ScreenPosY + i_esp_draw_state_strSizeY * i_esp_draw_strOffset, 255, 127, 0, 255, "b", 0, "Bombcarrier") i_esp_draw_strOffset = i_esp_draw_strOffset + 1 end -- -- -- Has Defuser -- -- if obj_serverEntCCSPlayer:has_defuser() then local i_esp_draw_state_strSizeX, i_esp_draw_state_strSizeY = renderer_measure_text("b", "Has Kit") renderer_rectangle(i_serverEntCCSPlayer_ScreenPosX - i_esp_draw_state_strSizeX / 2 - 4, i_serverEntCCSPlayer_ScreenPosY + i_esp_draw_state_strSizeY * i_esp_draw_strOffset, i_esp_draw_state_strSizeX + 8, i_esp_draw_state_strSizeY, 0, 0, 0, 127) renderer_text(i_serverEntCCSPlayer_ScreenPosX - i_esp_draw_state_strSizeX / 2, i_serverEntCCSPlayer_ScreenPosY + i_esp_draw_state_strSizeY * i_esp_draw_strOffset, 0, 127, 255, 255, "b", 0, "Has Kit") i_esp_draw_strOffset = i_esp_draw_strOffset + 1 end -- -- -- Is In Air -- -- if bit.band(obj_serverEntCCSPlayer:get_flags(), 1) ~= 1 then local i_esp_draw_state_strSizeX, i_esp_draw_state_strSizeY = renderer_measure_text("b", "In Air") renderer_rectangle(i_serverEntCCSPlayer_ScreenPosX - i_esp_draw_state_strSizeX / 2 - 4, i_serverEntCCSPlayer_ScreenPosY + i_esp_draw_state_strSizeY * i_esp_draw_strOffset, i_esp_draw_state_strSizeX + 8, i_esp_draw_state_strSizeY, 0, 0, 0, 127) renderer_text(i_serverEntCCSPlayer_ScreenPosX - i_esp_draw_state_strSizeX / 2, i_serverEntCCSPlayer_ScreenPosY + i_esp_draw_state_strSizeY * i_esp_draw_strOffset, 255, 255, 255, 255, "b", 0, "In Air") i_esp_draw_strOffset = i_esp_draw_strOffset + 1 end -- -- -- Is Ducking -- -- if bit.band(obj_serverEntCCSPlayer:get_flags(), 2) == 2 and bit.band(obj_serverEntCCSPlayer:get_flags(), 3) == 3 and bit.band(obj_serverEntCCSPlayer:get_flags(), 4) == 4 then local i_esp_draw_state_strSizeX, i_esp_draw_state_strSizeY = renderer_measure_text("b", "Ducking") renderer_rectangle(i_serverEntCCSPlayer_ScreenPosX - i_esp_draw_state_strSizeX / 2 - 4, i_serverEntCCSPlayer_ScreenPosY + i_esp_draw_state_strSizeY * i_esp_draw_strOffset, i_esp_draw_state_strSizeX + 8, i_esp_draw_state_strSizeY, 0, 0, 0, 127) renderer_text(i_serverEntCCSPlayer_ScreenPosX - i_esp_draw_state_strSizeX / 2, i_serverEntCCSPlayer_ScreenPosY + i_esp_draw_state_strSizeY * i_esp_draw_strOffset, 255, 255, 255, 255, "b", 0, "Ducking") i_esp_draw_strOffset = i_esp_draw_strOffset + 1 end -- -- -- Is In Water -- -- if bit.band(obj_serverEntCCSPlayer:get_flags(), 10) == 10 then local i_esp_draw_state_strSizeX, i_esp_draw_state_strSizeY = renderer_measure_text("b", "In Water") renderer_rectangle(i_serverEntCCSPlayer_ScreenPosX - i_esp_draw_state_strSizeX / 2 - 4, i_serverEntCCSPlayer_ScreenPosY + i_esp_draw_state_strSizeY * i_esp_draw_strOffset, i_esp_draw_state_strSizeX + 8, i_esp_draw_state_strSizeY, 0, 0, 0, 127) renderer_text(i_serverEntCCSPlayer_ScreenPosX - i_esp_draw_state_strSizeX / 2, i_serverEntCCSPlayer_ScreenPosY + i_esp_draw_state_strSizeY * i_esp_draw_strOffset, 255, 255, 255, 255, "b", 0, "In Water") i_esp_draw_strOffset = i_esp_draw_strOffset + 1 end end else local i_serverEntCCSPlayer_ScreenBoundingBox = func_extesp_getBoundingBoxStatic(entIndex_serverEntCCSPlayer) if i_serverEntCCSPlayer_ScreenBoundingBox.onScreen == false then return end local i_serverEntCCSPlayer_ScreenPosTop = {x = i_serverEntCCSPlayer_ScreenBoundingBox.x + math_floor(i_serverEntCCSPlayer_ScreenBoundingBox.width / 2), y = i_serverEntCCSPlayer_ScreenBoundingBox.y - 4} local i_serverEntCCSPlayer_ScreenPosBottom = {x = i_serverEntCCSPlayer_ScreenBoundingBox.x + math_floor(i_serverEntCCSPlayer_ScreenBoundingBox.width / 2), y = i_serverEntCCSPlayer_ScreenBoundingBox.y + i_serverEntCCSPlayer_ScreenBoundingBox.height - 8} local i_serverEntCCSPlayer_ScreenPosSideLeft = {x = i_serverEntCCSPlayer_ScreenBoundingBox.x - 8, y = i_serverEntCCSPlayer_ScreenBoundingBox.y} local i_serverEntCCSPlayer_ScreenPosSideRight = {x = i_serverEntCCSPlayer_ScreenBoundingBox.x + i_serverEntCCSPlayer_ScreenBoundingBox.width + 5, y = i_serverEntCCSPlayer_ScreenBoundingBox.y} --Top do local i_esp_draw_strOffset = -1 -- -- -- Name -- -- if ui_get(ref_extesp_name) then local i_esp_draw_name_strSizeX, i_esp_draw_name_strSizeY = renderer_measure_text("b", "Name: " .. obj_serverEntCCSPlayer:get_name()) renderer_rectangle(i_serverEntCCSPlayer_ScreenPosTop.x - i_esp_draw_name_strSizeX / 2 - 4, i_serverEntCCSPlayer_ScreenPosTop.y + i_esp_draw_name_strSizeY * i_esp_draw_strOffset, i_esp_draw_name_strSizeX + 8, i_esp_draw_name_strSizeY, 0, 0, 0, 127) renderer_text(i_serverEntCCSPlayer_ScreenPosTop.x - i_esp_draw_name_strSizeX / 2, i_serverEntCCSPlayer_ScreenPosTop.y + i_esp_draw_name_strSizeY * i_esp_draw_strOffset, 255, 255, 255, 255, "b", 0, "Name: " .. obj_serverEntCCSPlayer:get_name()) i_esp_draw_strOffset = i_esp_draw_strOffset - 1 end -- -- -- Player State -- -- if ui_get(ref_extesp_flags) then i_esp_draw_strOffset = i_esp_draw_strOffset - 1 -- -- -- Is Scoped -- -- if obj_serverEntCCSPlayer:is_scoped() then local i_esp_draw_state_strSizeX, i_esp_draw_state_strSizeY = renderer_measure_text("b", "Scoped") renderer_rectangle(i_serverEntCCSPlayer_ScreenPosTop.x - i_esp_draw_state_strSizeX / 2 - 4, i_serverEntCCSPlayer_ScreenPosTop.y + i_esp_draw_state_strSizeY * i_esp_draw_strOffset, i_esp_draw_state_strSizeX + 8, i_esp_draw_state_strSizeY, 0, 0, 0, 127) renderer_text(i_serverEntCCSPlayer_ScreenPosTop.x - i_esp_draw_state_strSizeX / 2, i_serverEntCCSPlayer_ScreenPosTop.y + i_esp_draw_state_strSizeY * i_esp_draw_strOffset, 255, 255, 0, 255, "b", 0, "Scoped") i_esp_draw_strOffset = i_esp_draw_strOffset - 1 end -- -- -- Is Flashed -- -- if obj_serverEntCCSPlayer:is_flashed() then local i_esp_draw_state_strSizeX, i_esp_draw_state_strSizeY = renderer_measure_text("b", "Flashed") renderer_rectangle(i_serverEntCCSPlayer_ScreenPosTop.x - i_esp_draw_state_strSizeX / 2 - 4, i_serverEntCCSPlayer_ScreenPosTop.y + i_esp_draw_state_strSizeY * i_esp_draw_strOffset, i_esp_draw_state_strSizeX + 8, i_esp_draw_state_strSizeY, 0, 0, 0, 127) renderer_text(i_serverEntCCSPlayer_ScreenPosTop.x - i_esp_draw_state_strSizeX / 2, i_serverEntCCSPlayer_ScreenPosTop.y + i_esp_draw_state_strSizeY * i_esp_draw_strOffset, 193, 240, 255, 255, "b", 0, "Flashed") i_esp_draw_strOffset = i_esp_draw_strOffset - 1 end -- -- -- Has Bomb -- -- if obj_serverEntCCSPlayer:has_bomb() then local i_esp_draw_state_strSizeX, i_esp_draw_state_strSizeY = renderer_measure_text("b", "Bombcarrier") renderer_rectangle(i_serverEntCCSPlayer_ScreenPosTop.x - i_esp_draw_state_strSizeX / 2 - 4, i_serverEntCCSPlayer_ScreenPosTop.y + i_esp_draw_state_strSizeY * i_esp_draw_strOffset, i_esp_draw_state_strSizeX + 8, i_esp_draw_state_strSizeY, 0, 0, 0, 127) renderer_text(i_serverEntCCSPlayer_ScreenPosTop.x - i_esp_draw_state_strSizeX / 2, i_serverEntCCSPlayer_ScreenPosTop.y + i_esp_draw_state_strSizeY * i_esp_draw_strOffset, 255, 127, 0, 255, "b", 0, "Bombcarrier") i_esp_draw_strOffset = i_esp_draw_strOffset - 1 end -- -- -- Has Defuser -- -- if obj_serverEntCCSPlayer:has_defuser() then local i_esp_draw_state_strSizeX, i_esp_draw_state_strSizeY = renderer_measure_text("b", "Has Kit") renderer_rectangle(i_serverEntCCSPlayer_ScreenPosTop.x - i_esp_draw_state_strSizeX / 2 - 4, i_serverEntCCSPlayer_ScreenPosTop.y + i_esp_draw_state_strSizeY * i_esp_draw_strOffset, i_esp_draw_state_strSizeX + 8, i_esp_draw_state_strSizeY, 0, 0, 0, 127) renderer_text(i_serverEntCCSPlayer_ScreenPosTop.x - i_esp_draw_state_strSizeX / 2, i_serverEntCCSPlayer_ScreenPosTop.y + i_esp_draw_state_strSizeY * i_esp_draw_strOffset, 0, 127, 255, 255, "b", 0, "Has Kit") i_esp_draw_strOffset = i_esp_draw_strOffset - 1 end -- -- -- Is In Air -- -- if bit.band(obj_serverEntCCSPlayer:get_flags(), 1) ~= 1 then local i_esp_draw_state_strSizeX, i_esp_draw_state_strSizeY = renderer_measure_text("b", "In Air") renderer_rectangle(i_serverEntCCSPlayer_ScreenPosTop.x - i_esp_draw_state_strSizeX / 2 - 4, i_serverEntCCSPlayer_ScreenPosTop.y + i_esp_draw_state_strSizeY * i_esp_draw_strOffset, i_esp_draw_state_strSizeX + 8, i_esp_draw_state_strSizeY, 0, 0, 0, 127) renderer_text(i_serverEntCCSPlayer_ScreenPosTop.x - i_esp_draw_state_strSizeX / 2, i_serverEntCCSPlayer_ScreenPosTop.y + i_esp_draw_state_strSizeY * i_esp_draw_strOffset, 255, 255, 255, 255, "b", 0, "In Air") i_esp_draw_strOffset = i_esp_draw_strOffset - 1 end -- -- -- Is Ducking -- -- if bit.band(obj_serverEntCCSPlayer:get_flags(), 2) == 2 and bit.band(obj_serverEntCCSPlayer:get_flags(), 3) == 3 and bit.band(obj_serverEntCCSPlayer:get_flags(), 4) == 4 then local i_esp_draw_state_strSizeX, i_esp_draw_state_strSizeY = renderer_measure_text("b", "Ducking") renderer_rectangle(i_serverEntCCSPlayer_ScreenPosTop.x - i_esp_draw_state_strSizeX / 2 - 4, i_serverEntCCSPlayer_ScreenPosTop.y + i_esp_draw_state_strSizeY * i_esp_draw_strOffset, i_esp_draw_state_strSizeX + 8, i_esp_draw_state_strSizeY, 0, 0, 0, 127) renderer_text(i_serverEntCCSPlayer_ScreenPosTop.x - i_esp_draw_state_strSizeX / 2, i_serverEntCCSPlayer_ScreenPosTop.y + i_esp_draw_state_strSizeY * i_esp_draw_strOffset, 255, 255, 255, 255, "b", 0, "Ducking") i_esp_draw_strOffset = i_esp_draw_strOffset - 1 end -- -- -- Is In Water -- -- if bit.band(obj_serverEntCCSPlayer:get_flags(), 10) == 10 then local i_esp_draw_state_strSizeX, i_esp_draw_state_strSizeY = renderer_measure_text("b", "In Water") renderer_rectangle(i_serverEntCCSPlayer_ScreenPosTop.x - i_esp_draw_state_strSizeX / 2 - 4, i_serverEntCCSPlayer_ScreenPosTop.y + i_esp_draw_state_strSizeY * i_esp_draw_strOffset, i_esp_draw_state_strSizeX + 8, i_esp_draw_state_strSizeY, 0, 0, 0, 127) renderer_text(i_serverEntCCSPlayer_ScreenPosTop.x - i_esp_draw_state_strSizeX / 2, i_serverEntCCSPlayer_ScreenPosTop.y + i_esp_draw_state_strSizeY * i_esp_draw_strOffset, 255, 255, 255, 255, "b", 0, "In Water") i_esp_draw_strOffset = i_esp_draw_strOffset - 1 end end end --Bottom do local i_esp_draw_strOffset = 1 -- -- -- Distance -- -- if ui_get(ref_extesp_distance) ~= "Off" then local i_localEntCCSPlayer_WorldPos = obj_localEntCCSPlayer:get_vec_origin() local value = math.sqrt((i_serverEntCCSPlayer_WorldPos.x - i_localEntCCSPlayer_WorldPos.x) ^ 2 + (i_serverEntCCSPlayer_WorldPos.y - i_localEntCCSPlayer_WorldPos.y) ^ 2 + (i_serverEntCCSPlayer_WorldPos.z - i_localEntCCSPlayer_WorldPos.z) ^ 2) local valueUnit = " u." if ui_get(ref_extesp_distance) == "Metric" then value = value * 0.01905 valueUnit = " m." end if ui_get(ref_extesp_distance) == "Imperial" then value = value * 0.075 valueUnit = " ft." end local i_esp_draw_distance_strSizeX, i_esp_draw_distance_strSizeY = renderer_measure_text("b", "Distance: " .. string.format("%d", value) .. valueUnit) renderer_rectangle(i_serverEntCCSPlayer_ScreenPosBottom.x - i_esp_draw_distance_strSizeX / 2 - 4, i_serverEntCCSPlayer_ScreenPosBottom.y + i_esp_draw_distance_strSizeY * i_esp_draw_strOffset, i_esp_draw_distance_strSizeX + 8, i_esp_draw_distance_strSizeY, 0, 0, 0, 127) renderer_text(i_serverEntCCSPlayer_ScreenPosBottom.x - i_esp_draw_distance_strSizeX / 2, i_serverEntCCSPlayer_ScreenPosBottom.y + i_esp_draw_distance_strSizeY * i_esp_draw_strOffset, 255, 255, 255, 255, "b", 0, "Distance: " .. string.format("%d", value) .. valueUnit) i_esp_draw_strOffset = i_esp_draw_strOffset + 1 end -- -- -- Weapons -- -- if ui_get(ref_extesp_equipment) then i_esp_draw_strOffset = i_esp_draw_strOffset + 1 local arr_esp_draw_weapons = obj_serverEntCCSPlayer:get_all_weapons() for i = 1, #arr_esp_draw_weapons do local ent_esp_draw_weapon = arr_esp_draw_weapons[i] local str_esp_draw_weapon = "" if ui_get(ref_extesp_ammo) and not(ent_esp_draw_weapon:is_knife()) and ent_esp_draw_weapon:get_current_ammo() ~= nil and ent_esp_draw_weapon:get_max_ammo() ~= nil then str_esp_draw_weapon = ent_esp_draw_weapon:get_name() .. " (" .. ent_esp_draw_weapon:get_current_ammo() .. "/" .. ent_esp_draw_weapon:get_max_ammo() .. ")" else str_esp_draw_weapon = ent_esp_draw_weapon:get_name() end local i_esp_draw_weapon_strSizeX, i_esp_draw_weapon_strSizeY = renderer_measure_text("b", str_esp_draw_weapon) renderer_rectangle(i_serverEntCCSPlayer_ScreenPosBottom.x - i_esp_draw_weapon_strSizeX / 2 - 4, i_serverEntCCSPlayer_ScreenPosBottom.y + i_esp_draw_weapon_strSizeY * i_esp_draw_strOffset, i_esp_draw_weapon_strSizeX + 8, i_esp_draw_weapon_strSizeY, 0, 0, 0, 127) if ent_esp_draw_weapon:get_index() == obj_serverEntCCSPlayer:get_active_weapon():get_index() then renderer_text(i_serverEntCCSPlayer_ScreenPosBottom.x - i_esp_draw_weapon_strSizeX / 2, i_serverEntCCSPlayer_ScreenPosBottom.y + i_esp_draw_weapon_strSizeY * i_esp_draw_strOffset, 255, 255, 0, 255, "b", 0, str_esp_draw_weapon) else renderer_text(i_serverEntCCSPlayer_ScreenPosBottom.x - i_esp_draw_weapon_strSizeX / 2, i_serverEntCCSPlayer_ScreenPosBottom.y + i_esp_draw_weapon_strSizeY * i_esp_draw_strOffset, 255, 255, 255, 255, "b", 0, str_esp_draw_weapon) end i_esp_draw_strOffset = i_esp_draw_strOffset + 1 end end end --Side Left do local i_esp_draw_strOffset = 0 -- -- -- Health -- -- if ui_get(ref_extesp_health) then local i_esp_draw_health_strSizeX, i_esp_draw_health_strSizeY = renderer_measure_text("b", "HP: " .. obj_serverEntCCSPlayer:get_health() .. "%") renderer_rectangle(i_serverEntCCSPlayer_ScreenPosSideLeft.x - 4, i_serverEntCCSPlayer_ScreenPosSideLeft.y, 6, i_serverEntCCSPlayer_ScreenBoundingBox.height + 1, 0, 0, 0, 127) renderer_rectangle(i_serverEntCCSPlayer_ScreenPosSideLeft.x - 3, i_serverEntCCSPlayer_ScreenPosSideLeft.y + 1 + (i_serverEntCCSPlayer_ScreenBoundingBox.height - math_floor(i_serverEntCCSPlayer_ScreenBoundingBox.height * obj_serverEntCCSPlayer:get_health() / 100)), 4, math_floor(i_serverEntCCSPlayer_ScreenBoundingBox.height * obj_serverEntCCSPlayer:get_health() / 100) - 1, 255 - 255 * obj_serverEntCCSPlayer:get_health() / 100, 255 * obj_serverEntCCSPlayer:get_health() / 100, 0, 255) renderer_rectangle(i_serverEntCCSPlayer_ScreenPosSideLeft.x - i_esp_draw_health_strSizeX - 12, i_serverEntCCSPlayer_ScreenPosSideLeft.y + i_esp_draw_health_strSizeY * i_esp_draw_strOffset + (i_serverEntCCSPlayer_ScreenBoundingBox.height - math_floor(i_serverEntCCSPlayer_ScreenBoundingBox.height * obj_serverEntCCSPlayer:get_health() / 100)), i_esp_draw_health_strSizeX + 8, i_esp_draw_health_strSizeY, 0, 0, 0, 127) renderer_text(i_serverEntCCSPlayer_ScreenPosSideLeft.x - 8, i_serverEntCCSPlayer_ScreenPosSideLeft.y + i_esp_draw_health_strSizeY * i_esp_draw_strOffset + (i_serverEntCCSPlayer_ScreenBoundingBox.height - math_floor(i_serverEntCCSPlayer_ScreenBoundingBox.height * obj_serverEntCCSPlayer:get_health() / 100)), 255 - 255 * obj_serverEntCCSPlayer:get_health() / 100, 255 * obj_serverEntCCSPlayer:get_health() / 100, 0, 255, "br", 0, "HP: " .. obj_serverEntCCSPlayer:get_health() .. "%") i_esp_draw_strOffset = i_esp_draw_strOffset + 1 end -- -- -- Armor -- -- if ui_get(ref_extesp_armor) then if obj_serverEntCCSPlayer:playerresource():get_armor() > 0 then local i_esp_draw_armor_strSizeX, i_esp_draw_armor_strSizeY = renderer_measure_text("b", "Armor: " .. obj_serverEntCCSPlayer:playerresource():get_armor() .. "%") renderer_rectangle(i_serverEntCCSPlayer_ScreenPosSideLeft.x - i_esp_draw_armor_strSizeX - 12, i_serverEntCCSPlayer_ScreenPosSideLeft.y + i_esp_draw_armor_strSizeY * i_esp_draw_strOffset + (i_serverEntCCSPlayer_ScreenBoundingBox.height - math_floor(i_serverEntCCSPlayer_ScreenBoundingBox.height * obj_serverEntCCSPlayer:get_health() / 100)), i_esp_draw_armor_strSizeX + 8, i_esp_draw_armor_strSizeY, 0, 0, 0, 127) renderer_text(i_serverEntCCSPlayer_ScreenPosSideLeft.x - 8, i_serverEntCCSPlayer_ScreenPosSideLeft.y + i_esp_draw_armor_strSizeY * i_esp_draw_strOffset + (i_serverEntCCSPlayer_ScreenBoundingBox.height - math_floor(i_serverEntCCSPlayer_ScreenBoundingBox.height * obj_serverEntCCSPlayer:get_health() / 100)), 127 + 127 * obj_serverEntCCSPlayer:playerresource():get_armor() / 100, 127 + 127 * obj_serverEntCCSPlayer:playerresource():get_armor() / 100, 127 + 127 * obj_serverEntCCSPlayer:playerresource():get_armor() / 100, 255, "br", 0, "Armor: " .. obj_serverEntCCSPlayer:playerresource():get_armor() .. "%") i_esp_draw_strOffset = i_esp_draw_strOffset + 1 end end end --Side Right do local i_esp_draw_strOffset = 0 -- -- -- NAV Location -- -- if ui_get(ref_extesp_navlocation) then local str_esp_draw_navlocation = entity_get_prop(entIndex_serverEntCCSPlayer, "m_szLastPlaceName", array_index) local i_esp_draw_navlocation_strSizeX, i_esp_draw_navlocation_strSizeY = renderer_measure_text("b", "Location: " .. str_esp_draw_navlocation) renderer_rectangle(i_serverEntCCSPlayer_ScreenPosSideRight.x, i_serverEntCCSPlayer_ScreenPosSideRight.y + i_esp_draw_navlocation_strSizeY * i_esp_draw_strOffset, i_esp_draw_navlocation_strSizeX + 8, i_esp_draw_navlocation_strSizeY, 0, 0, 0, 127) renderer_text(i_serverEntCCSPlayer_ScreenPosSideRight.x + 4, i_serverEntCCSPlayer_ScreenPosSideRight.y + i_esp_draw_navlocation_strSizeY * i_esp_draw_strOffset, 255, 255, 255, 255, "b", 0, "Location: " .. str_esp_draw_navlocation) i_esp_draw_strOffset = i_esp_draw_strOffset + 1 end end end end end local func_extesp_CWeaponCSBaseInfo = function(entIndex_serverEntCWeaponCSBase, accentColor01, accentColor02, i_esp_anchorPosX, i_esp_anchorPosY) local obj_serverEntCWeaponCSBase = Entity(entIndex_serverEntCWeaponCSBase) local obj_localEntCCSPlayer = Player(entIndex_localEntCCSPlayer) local i_serverEntCWeaponCSBase_WorldPos = obj_serverEntCWeaponCSBase:get_vec_origin() local i_serverEntCWeaponCSBase_ScreenPosX, i_serverEntCWeaponCSBase_ScreenPosY = renderer_world_to_screen(i_serverEntCWeaponCSBase_WorldPos.x, i_serverEntCWeaponCSBase_WorldPos.y, i_serverEntCWeaponCSBase_WorldPos.z) obj_serverEntCWeaponCSBase = Weapon(entIndex_serverEntCWeaponCSBase) if i_serverEntCWeaponCSBase_ScreenPosX ~= nil and i_serverEntCWeaponCSBase_ScreenPosY ~= nil then i_serverEntCWeaponCSBase_ScreenPosX, i_serverEntCWeaponCSBase_ScreenPosY = func_extesp_clampToViewport(i_esp_drawScreenWidth, i_esp_drawScreenHeight, i_esp_anchorPosX, i_esp_anchorPosY, i_serverEntCWeaponCSBase_ScreenPosX, i_serverEntCWeaponCSBase_ScreenPosY, ui_get(ref_extesp_padding)) local i_esp_draw_strOffset = 1 -- -- -- Name -- -- if ui_get(ref_extesp_name) then local str_esp_draw_weapon = "" if ui_get(ref_extesp_ammo) and not(obj_serverEntCWeaponCSBase:is_grenade()) and not(obj_serverEntCWeaponCSBase:is_knife()) and not(string_match(entity_get_classname(entIndex_serverEntCWeaponCSBase), "CSnowball") ~= nil) and not(string_match(entity_get_classname(entIndex_serverEntCWeaponCSBase), "CSensorGrenade") ~= nil) then if entity_get_classname(entIndex_serverEntCWeaponCSBase) ~= "CWeaponTaser" then str_esp_draw_weapon = obj_serverEntCWeaponCSBase:get_name() .. " (" .. obj_serverEntCWeaponCSBase:get_current_ammo() .. "/" .. obj_serverEntCWeaponCSBase:get_max_ammo() .. ")" else if entity_get_prop(entIndex_serverEntCWeaponCSBase, "m_iClip1", array_index) > 0 then str_esp_draw_weapon = obj_serverEntCWeaponCSBase:get_name() .. " (" .. "Charged" .. ")" else str_esp_draw_weapon = obj_serverEntCWeaponCSBase:get_name() .. " (" .. "Empty" .. ")" end end else if string_match(entity_get_classname(entIndex_serverEntCWeaponCSBase), "CSnowball") ~= nil then str_esp_draw_weapon = "Snowball" elseif string_match(entity_get_classname(entIndex_serverEntCWeaponCSBase), "CSensorGrenade") ~= nil then str_esp_draw_weapon = "TA Grenade" else str_esp_draw_weapon = obj_serverEntCWeaponCSBase:get_name() end end local i_esp_draw_name_strSizeX, i_esp_draw_name_strSizeY = renderer_measure_text("b", str_esp_draw_weapon) renderer_rectangle(i_serverEntCWeaponCSBase_ScreenPosX - i_esp_draw_name_strSizeX / 2 - 4, i_serverEntCWeaponCSBase_ScreenPosY + i_esp_draw_name_strSizeY * i_esp_draw_strOffset, i_esp_draw_name_strSizeX + 8, i_esp_draw_name_strSizeY, 0, 0, 0, 127) renderer_text(i_serverEntCWeaponCSBase_ScreenPosX - i_esp_draw_name_strSizeX / 2, i_serverEntCWeaponCSBase_ScreenPosY + i_esp_draw_name_strSizeY * i_esp_draw_strOffset, 255, 255, 255, 255, "b", 0, str_esp_draw_weapon) i_esp_draw_strOffset = i_esp_draw_strOffset + 1 end -- -- -- Distance -- -- if ui_get(ref_extesp_distance) ~= "Off" then local i_localEntCCSPlayer_WorldPos = obj_localEntCCSPlayer:get_vec_origin() local value = math.sqrt((i_serverEntCWeaponCSBase_WorldPos.x - i_localEntCCSPlayer_WorldPos.x) ^ 2 + (i_serverEntCWeaponCSBase_WorldPos.y - i_localEntCCSPlayer_WorldPos.y) ^ 2 + (i_serverEntCWeaponCSBase_WorldPos.z - i_localEntCCSPlayer_WorldPos.z) ^ 2) local valueUnit = " u." if ui_get(ref_extesp_distance) == "Metric" then value = value * 0.01905 valueUnit = " m." end if ui_get(ref_extesp_distance) == "Imperial" then value = value * 0.075 valueUnit = " ft." end local i_esp_draw_distance_strSizeX, i_esp_draw_distance_strSizeY = renderer_measure_text("b", "Distance: " .. string.format("%d", value) .. valueUnit) renderer_rectangle(i_serverEntCWeaponCSBase_ScreenPosX - i_esp_draw_distance_strSizeX / 2 - 4, i_serverEntCWeaponCSBase_ScreenPosY + i_esp_draw_distance_strSizeY * i_esp_draw_strOffset, i_esp_draw_distance_strSizeX + 8, i_esp_draw_distance_strSizeY, 0, 0, 0, 127) renderer_text(i_serverEntCWeaponCSBase_ScreenPosX - i_esp_draw_distance_strSizeX / 2, i_serverEntCWeaponCSBase_ScreenPosY + i_esp_draw_distance_strSizeY * i_esp_draw_strOffset, 255, 255, 255, 255, "b", 0, "Distance: " .. string.format("%d", value) .. valueUnit) i_esp_draw_strOffset = i_esp_draw_strOffset + 1 end end end local func_extesp_CAnyInfo = function(entIndex_serverEntCAny, accentColor01, accentColor02, i_esp_anchorPosX, i_esp_anchorPosY) local obj_serverEntCAny = Entity(entIndex_serverEntCAny) local obj_localEntCCSPlayer = Player(entIndex_localEntCCSPlayer) local i_serverEntCAny_WorldPos = obj_serverEntCAny:get_vec_origin() local i_serverEntCAny_ScreenPosX, i_serverEntCAny_ScreenPosY = renderer_world_to_screen(i_serverEntCAny_WorldPos.x, i_serverEntCAny_WorldPos.y, i_serverEntCAny_WorldPos.z) if i_serverEntCAny_ScreenPosX ~= nil and i_serverEntCAny_ScreenPosY ~= nil then i_serverEntCAny_ScreenPosX, i_serverEntCAny_ScreenPosY = func_extesp_clampToViewport(i_esp_drawScreenWidth, i_esp_drawScreenHeight, i_esp_anchorPosX, i_esp_anchorPosY, i_serverEntCAny_ScreenPosX, i_serverEntCAny_ScreenPosY, ui_get(ref_extesp_padding)) local i_esp_draw_strOffset = 1 -- -- -- Name -- -- if ui_get(ref_extesp_name) then local str_esp_draw_name = "" local i_esp_draw_name_strSizeX, i_esp_draw_name_strSizeY if entity_get_classname(entIndex_serverEntCAny) == "CC4" then str_esp_draw_name = "C4" elseif entity_get_classname(entIndex_serverEntCAny) == "CPlantedC4" then -- TODO: Add timer str_esp_draw_name = "C4 (Planted)" elseif entity_get_classname(entIndex_serverEntCAny) == "CHostage" then str_esp_draw_name = "Hostage" elseif entity_get_classname(entIndex_serverEntCAny) == "CEconEntity" then str_esp_draw_name = "Kit" elseif entity_get_classname(entIndex_serverEntCAny) == "CSmokeGrenadeProjectile" then str_esp_draw_name = "Smoke" elseif entity_get_classname(entIndex_serverEntCAny) == "CSensorGrenadeProjectile" then str_esp_draw_name = "TA Grenade" elseif entity_get_classname(entIndex_serverEntCAny) == "CSnowballProjectile" then str_esp_draw_name = "Snowball" elseif entity_get_classname(entIndex_serverEntCAny) == "CDecoyProjectile" then str_esp_draw_name = "Decoy" elseif entity_get_classname(entIndex_serverEntCAny) == "CMolotovProjectile" then if entity_get_prop(entIndex_serverEntCAny, "m_bIsIncGrenade", array_index) == 1 then str_esp_draw_name = "Incendiary" else str_esp_draw_name = "Molotov" end elseif entity_get_classname(entIndex_serverEntCAny) == "CBaseCSGrenadeProjectile" then if entity_get_prop(entIndex_serverEntCAny, "m_DmgRadius", array_index) == 350 then str_esp_draw_name = "HE Grenade" else str_esp_draw_name = "Flashbang" end else str_esp_draw_name = obj_serverEntCAny:get_classname() end i_esp_draw_name_strSizeX, i_esp_draw_name_strSizeY = renderer_measure_text("b", str_esp_draw_name) renderer_rectangle(i_serverEntCAny_ScreenPosX - i_esp_draw_name_strSizeX / 2 - 4, i_serverEntCAny_ScreenPosY + i_esp_draw_name_strSizeY * i_esp_draw_strOffset, i_esp_draw_name_strSizeX + 8, i_esp_draw_name_strSizeY, 0, 0, 0, 127) renderer_text(i_serverEntCAny_ScreenPosX - i_esp_draw_name_strSizeX / 2, i_serverEntCAny_ScreenPosY + i_esp_draw_name_strSizeY * i_esp_draw_strOffset, 255, 255, 255, 255, "b", 0, str_esp_draw_name) i_esp_draw_strOffset = i_esp_draw_strOffset + 1 end -- -- -- Distance -- -- if ui_get(ref_extesp_distance) ~= "Off" then local i_localEntCCSPlayer_WorldPos = obj_localEntCCSPlayer:get_vec_origin() local value = math.sqrt((i_serverEntCAny_WorldPos.x - i_localEntCCSPlayer_WorldPos.x) ^ 2 + (i_serverEntCAny_WorldPos.y - i_localEntCCSPlayer_WorldPos.y) ^ 2 + (i_serverEntCAny_WorldPos.z - i_localEntCCSPlayer_WorldPos.z) ^ 2) local valueUnit = " u." if ui_get(ref_extesp_distance) == "Metric" then value = value * 0.01905 valueUnit = " m." end if ui_get(ref_extesp_distance) == "Imperial" then value = value * 0.075 valueUnit = " ft." end local i_esp_draw_distance_strSizeX, i_esp_draw_distance_strSizeY = renderer_measure_text("b", "Distance: " .. string.format("%d", value) .. valueUnit) renderer_rectangle(i_serverEntCAny_ScreenPosX - i_esp_draw_distance_strSizeX / 2 - 4, i_serverEntCAny_ScreenPosY + i_esp_draw_distance_strSizeY * i_esp_draw_strOffset, i_esp_draw_distance_strSizeX + 8, i_esp_draw_distance_strSizeY, 0, 0, 0, 127) renderer_text(i_serverEntCAny_ScreenPosX - i_esp_draw_distance_strSizeX / 2, i_serverEntCAny_ScreenPosY + i_esp_draw_distance_strSizeY * i_esp_draw_strOffset, 255, 255, 255, 255, "b", 0, "Distance: " .. string.format("%d", value) .. valueUnit) i_esp_draw_strOffset = i_esp_draw_strOffset + 1 end end end function func_extesp_eDraw(ctx) local arr = ui_get(ref_extesp_filter_playersSubtype); if not ui_get(ref_extesp_enable) then return end if not(table_is_empty(ui_get(ref_extesp_hitbox))) then i_extesp_frametime = globals_frametime() table.insert(t_extesp_frametime_history, i_extesp_frametime) if #t_extesp_frametime_history > ui_get(ref_extesp_hitbox_antiflicker) then table.remove(t_extesp_frametime_history, 1) end i_extesp_absframetime = math_max(unpack(t_extesp_frametime_history)) end local i_esp_anchorPosX = math_floor(i_esp_drawScreenWidth * (ui_get(ref_extesp_snaplineStartX) / 100)) local i_esp_anchorPosY = math_floor(i_esp_drawScreenHeight * (ui_get(ref_extesp_snaplineStartY) / 100)) i_esp_anchorPosX = math_min(i_esp_drawScreenWidth - ui_get(ref_extesp_padding), math_max(ui_get(ref_extesp_padding), i_esp_anchorPosX)) i_esp_anchorPosY = math_min(i_esp_drawScreenHeight - ui_get(ref_extesp_padding), math_max(ui_get(ref_extesp_padding), i_esp_anchorPosY)) local f_extesp_globalRealtime = globals.realtime() b_esp_filter_mapObjective_accentColor01 = func_extesp_rainbowise(4, 255, 1, 0, 255, f_extesp_globalRealtime, 0, 127) b_esp_filter_mapObjective_accentColor02 = func_extesp_rainbowise(4, 255, 1, 0, 255, f_extesp_globalRealtime, 0, 255) b_esp_filter_mapObjective_accentColor01[4] = 255 b_esp_filter_mapObjective_accentColor02[4] = 255 local array_index = {} local entIndex_localEntCCSPlayer = entity_get_local_player() local entIndex_localEntCCSPlayer_kTeamid = entity_get_prop(entIndex_localEntCCSPlayer, "m_iTeamNum", array_index) if ui_get(ref_extesp_filter_players) ~= "Off" then local arr_entIndex_serverEntCCSPlayer = entity_get_players(false) if ui_get(ref_extesp_filter_players) == "On (Ally/Enemy)" and not(entIndex_localEntCCSPlayer_kTeamid == 1) and not(entIndex_localEntCCSPlayer_kTeamid == 0) then --Differentiate by relationship for i = 1, #arr_entIndex_serverEntCCSPlayer do local entIndex_serverEntCCSPlayer = arr_entIndex_serverEntCCSPlayer[i] local obj_serverEntCCSPlayer = Player(entIndex_serverEntCCSPlayer) if obj_serverEntCCSPlayer:is_alive() then local i_serverEntCCSPlayer_kTeamid = obj_serverEntCCSPlayer:get_teamnum() if table_contains_str(ui_get(ref_extesp_filter_playersSubtype), "Enemy") then if entIndex_serverEntCCSPlayer ~= entIndex_localEntCCSPlayer and i_serverEntCCSPlayer_kTeamid ~= entIndex_localEntCCSPlayer_kTeamid then func_extesp_snapline(entIndex_serverEntCCSPlayer, b_esp_filter_playerEnemy_accentColor01, b_esp_filter_playerEnemy_accentColor02, i_esp_anchorPosX, i_esp_anchorPosY) func_extesp_boundingBoxStatic(entIndex_serverEntCCSPlayer, b_esp_filter_playerEnemy_accentColor01, b_esp_filter_playerEnemy_accentColor02) func_extesp_CCSPlayerInfo(entIndex_serverEntCCSPlayer, b_esp_filter_playerEnemy_accentColor01, b_esp_filter_playerEnemy_accentColor02, i_esp_anchorPosX, i_esp_anchorPosY) func_extesp_skeleton(entIndex_serverEntCCSPlayer, b_esp_filter_playerEnemy_accentColor01, b_esp_filter_playerEnemy_accentColor02) func_extesp_hitbox(entIndex_serverEntCCSPlayer, b_esp_filter_playerEnemy_accentColor01, b_esp_filter_playerEnemy_accentColor02) end end if table_contains_str(ui_get(ref_extesp_filter_playersSubtype), "Ally") then if entIndex_serverEntCCSPlayer ~= entIndex_localEntCCSPlayer and i_serverEntCCSPlayer_kTeamid == entIndex_localEntCCSPlayer_kTeamid then func_extesp_snapline(entIndex_serverEntCCSPlayer, b_esp_filter_playerAlly_accentColor01, b_esp_filter_playerAlly_accentColor02, i_esp_anchorPosX, i_esp_anchorPosY) func_extesp_boundingBoxStatic(entIndex_serverEntCCSPlayer, b_esp_filter_playerAlly_accentColor01, b_esp_filter_playerAlly_accentColor02) func_extesp_CCSPlayerInfo(entIndex_serverEntCCSPlayer, b_esp_filter_playerAlly_accentColor01, b_esp_filter_playerAlly_accentColor02, i_esp_anchorPosX, i_esp_anchorPosY) func_extesp_skeleton(entIndex_serverEntCCSPlayer, b_esp_filter_playerAlly_accentColor01, b_esp_filter_playerAlly_accentColor02) func_extesp_hitbox(entIndex_serverEntCCSPlayer, b_esp_filter_playerAlly_accentColor01, b_esp_filter_playerAlly_accentColor02) end end end end end if ui_get(ref_extesp_filter_players) == "On (CT/T)" or entIndex_localEntCCSPlayer_kTeamid == 1 or entIndex_localEntCCSPlayer_kTeamid == 0 then --Differentiate by team for i = 1, #arr_entIndex_serverEntCCSPlayer do local entIndex_serverEntCCSPlayer = arr_entIndex_serverEntCCSPlayer[i] local obj_serverEntCCSPlayer = Player(entIndex_serverEntCCSPlayer) if obj_serverEntCCSPlayer:is_alive() then local i_serverEntCCSPlayer_kTeamid = obj_serverEntCCSPlayer:get_teamnum() if table_contains_str(ui_get(ref_extesp_filter_playersSubtype), "T") then if entIndex_serverEntCCSPlayer ~= entIndex_localEntCCSPlayer and i_serverEntCCSPlayer_kTeamid == 2 then func_extesp_snapline(entIndex_serverEntCCSPlayer, b_esp_filter_playerT_accentColor01, b_esp_filter_playerT_accentColor02, i_esp_anchorPosX, i_esp_anchorPosY) func_extesp_boundingBoxStatic(entIndex_serverEntCCSPlayer, b_esp_filter_playerT_accentColor01, b_esp_filter_playerT_accentColor02) func_extesp_CCSPlayerInfo(entIndex_serverEntCCSPlayer, b_esp_filter_playerT_accentColor01, b_esp_filter_playerT_accentColor02, i_esp_anchorPosX, i_esp_anchorPosY) func_extesp_skeleton(entIndex_serverEntCCSPlayer, b_esp_filter_playerT_accentColor01, b_esp_filter_playerT_accentColor02) func_extesp_hitbox(entIndex_serverEntCCSPlayer, b_esp_filter_playerT_accentColor01, b_esp_filter_playerT_accentColor02) end end if table_contains_str(ui_get(ref_extesp_filter_playersSubtype), "CT") then if entIndex_serverEntCCSPlayer ~= entIndex_localEntCCSPlayer and i_serverEntCCSPlayer_kTeamid == 3 then func_extesp_snapline(entIndex_serverEntCCSPlayer, b_esp_filter_playerCT_accentColor01, b_esp_filter_playerCT_accentColor02, i_esp_anchorPosX, i_esp_anchorPosY) func_extesp_boundingBoxStatic(entIndex_serverEntCCSPlayer, b_esp_filter_playerCT_accentColor01, b_esp_filter_playerCT_accentColor02) func_extesp_CCSPlayerInfo(entIndex_serverEntCCSPlayer, b_esp_filter_playerCT_accentColor01, b_esp_filter_playerCT_accentColor02, i_esp_anchorPosX, i_esp_anchorPosY) func_extesp_skeleton(entIndex_serverEntCCSPlayer, b_esp_filter_playerCT_accentColor01, b_esp_filter_playerCT_accentColor02) func_extesp_hitbox(entIndex_serverEntCCSPlayer, b_esp_filter_playerCT_accentColor01, b_esp_filter_playerCT_accentColor02) end end end end end end if ui_get(ref_extesp_filter_weapons) then local arr_entIndex_serverEntCWeaponCSBase = entity.get_all() for i = 1, #arr_entIndex_serverEntCWeaponCSBase do local entIndex_serverEntCWeaponCSBase = arr_entIndex_serverEntCWeaponCSBase[i] local obj_serverEntCWeaponCSBase = Entity(entIndex_serverEntCWeaponCSBase) ---------------------------------------------------!!!!!!!!! if (string_find(entity_get_classname(entIndex_serverEntCWeaponCSBase), "CWeapon") ~= nil or entity_get_classname(entIndex_serverEntCWeaponCSBase) == "CDEagle" or string_find(entity_get_classname(entIndex_serverEntCWeaponCSBase), "CKnife") ~= nil or entity_get_classname(entIndex_serverEntCWeaponCSBase) == "CMolotovGrenade" or entity_get_classname(entIndex_serverEntCWeaponCSBase) == "CIncendiaryGrenade" or entity_get_classname(entIndex_serverEntCWeaponCSBase) == "CHEGrenade" or entity_get_classname(entIndex_serverEntCWeaponCSBase) == "CFlashbang" or entity_get_classname(entIndex_serverEntCWeaponCSBase) == "CSensorGrenade" or entity_get_classname(entIndex_serverEntCWeaponCSBase) == "CSmokeGrenade" or entity_get_classname(entIndex_serverEntCWeaponCSBase) == "CDecoyGrenade" or entity_get_classname(entIndex_serverEntCWeaponCSBase) == "CSnowball" or entity_get_classname(entIndex_serverEntCWeaponCSBase) == "CAK47") and entity_get_prop(entIndex_serverEntCWeaponCSBase, "m_hOwner", array_index) == nil then func_extesp_snapline(entIndex_serverEntCWeaponCSBase, b_esp_filter_weapons_accentColor01, b_esp_filter_weapons_accentColor02, i_esp_anchorPosX, i_esp_anchorPosY) func_extesp_boundingBoxStatic(entIndex_serverEntCWeaponCSBase, b_esp_filter_weapons_accentColor01, b_esp_filter_weapons_accentColor02) func_extesp_CWeaponCSBaseInfo(entIndex_serverEntCWeaponCSBase, b_esp_filter_weapons_accentColor01, b_esp_filter_weapons_accentColor02, i_esp_anchorPosX, i_esp_anchorPosY) end end end if ui_get(ref_extesp_filter_mapObjective) then local arr_entIndex_serverEntCAny = entity.get_all() for i = 1, #arr_entIndex_serverEntCAny do local entIndex_serverEntCAny = arr_entIndex_serverEntCAny[i] if (entity_get_classname(entIndex_serverEntCAny) == "CC4" and entity_get_prop(entIndex_serverEntCAny, "m_hOwner", array_index) == nil) or (entity_get_classname(entIndex_serverEntCAny) == "CHostage") or (entity_get_classname(entIndex_serverEntCAny) == "CEconEntity" and entIndex_localEntCCSPlayer_kTeamid ~= 2) or entity_get_classname(entIndex_serverEntCAny) == "CPlantedC4" then func_extesp_snapline(entIndex_serverEntCAny, b_esp_filter_mapObjective_accentColor01, b_esp_filter_mapObjective_accentColor02, i_esp_anchorPosX, i_esp_anchorPosY) func_extesp_boundingBoxStatic(entIndex_serverEntCAny, b_esp_filter_mapObjective_accentColor01, b_esp_filter_mapObjective_accentColor02) func_extesp_CAnyInfo(entIndex_serverEntCAny, b_esp_filter_mapObjective_accentColor01, b_esp_filter_mapObjective_accentColor02, i_esp_anchorPosX, i_esp_anchorPosY) end end end if ui_get(ref_extesp_filter_projectiles) ~= "Off" then local arr_entIndex_serverEntCProjectile = entity.get_all() for i = 1, #arr_entIndex_serverEntCProjectile do local entIndex_serverEntCProjectile = arr_entIndex_serverEntCProjectile[i] if ui_get(ref_extesp_filter_projectiles) == "On (Owner)" then --Differentiate by owner if entity_get_classname(entIndex_serverEntCProjectile) == "CSmokeGrenadeProjectile" or entity_get_classname(entIndex_serverEntCProjectile) == "CSensorGrenadeProjectile" or entity_get_classname(entIndex_serverEntCProjectile) == "CSnowballProjectile" or entity_get_classname(entIndex_serverEntCProjectile) == "CMolotovProjectile" or entity_get_classname(entIndex_serverEntCProjectile) == "CDecoyProjectile" or entity_get_classname(entIndex_serverEntCProjectile) == "CBaseCSGrenadeProjectile" then if entity_get_prop(entIndex_serverEntCProjectile, "m_hThrower", array_index) ~= 0 and entity_get_prop(entIndex_serverEntCProjectile, "m_hThrower", array_index) ~= nil then local i_serverEntCProjectile_kTeamid = entity_get_prop(entity_get_prop(entIndex_serverEntCProjectile, "m_hThrower", array_index), "m_iTeamNum", array_index) if ui_get(ref_extesp_filter_players) == "On (Ally/Enemy)" and not(entIndex_localEntCCSPlayer_kTeamid == 1) and not(entIndex_localEntCCSPlayer_kTeamid == 0) then --Differentiate by relationship if table_contains_str(ui_get(ref_extesp_filter_playersSubtype), "Enemy") then if i_serverEntCProjectile_kTeamid ~= entIndex_localEntCCSPlayer_kTeamid then func_extesp_snapline(entIndex_serverEntCProjectile, b_esp_filter_playerEnemy_accentColor01, b_esp_filter_playerEnemy_accentColor02, i_esp_anchorPosX, i_esp_anchorPosY) func_extesp_boundingBoxStatic(entIndex_serverEntCProjectile, b_esp_filter_playerEnemy_accentColor01, b_esp_filter_playerEnemy_accentColor02) func_extesp_CAnyInfo(entIndex_serverEntCProjectile, b_esp_filter_playerEnemy_accentColor01, b_esp_filter_playerEnemy_accentColor02, i_esp_anchorPosX, i_esp_anchorPosY) end end if table_contains_str(ui_get(ref_extesp_filter_playersSubtype), "Ally") then if i_serverEntCProjectile_kTeamid == entIndex_localEntCCSPlayer_kTeamid then func_extesp_snapline(entIndex_serverEntCProjectile, b_esp_filter_playerAlly_accentColor01, b_esp_filter_playerAlly_accentColor02, i_esp_anchorPosX, i_esp_anchorPosY) func_extesp_boundingBoxStatic(entIndex_serverEntCProjectile, b_esp_filter_playerAlly_accentColor01, b_esp_filter_playerAlly_accentColor02) func_extesp_CAnyInfo(entIndex_serverEntCProjectile, b_esp_filter_playerAlly_accentColor01, b_esp_filter_playerAlly_accentColor02, i_esp_anchorPosX, i_esp_anchorPosY) end end end if ui_get(ref_extesp_filter_players) == "On (CT/T)" or entIndex_localEntCCSPlayer_kTeamid == 1 or entIndex_localEntCCSPlayer_kTeamid == 0 then --Differentiate by team if table_contains_str(ui_get(ref_extesp_filter_playersSubtype), "T") then if i_serverEntCProjectile_kTeamid == 2 then func_extesp_snapline(entIndex_serverEntCProjectile, b_esp_filter_playerT_accentColor01, b_esp_filter_playerT_accentColor02, i_esp_anchorPosX, i_esp_anchorPosY) func_extesp_boundingBoxStatic(entIndex_serverEntCProjectile, b_esp_filter_playerT_accentColor01, b_esp_filter_playerT_accentColor02) func_extesp_CAnyInfo(entIndex_serverEntCProjectile, b_esp_filter_playerT_accentColor01, b_esp_filter_playerT_accentColor02, i_esp_anchorPosX, i_esp_anchorPosY) end end if table_contains_str(ui_get(ref_extesp_filter_playersSubtype), "CT") then if i_serverEntCProjectile_kTeamid == 3 then func_extesp_snapline(entIndex_serverEntCProjectile, b_esp_filter_playerCT_accentColor01, b_esp_filter_playerCT_accentColor02, i_esp_anchorPosX, i_esp_anchorPosY) func_extesp_boundingBoxStatic(entIndex_serverEntCProjectile, b_esp_filter_playerCT_accentColor01, b_esp_filter_playerCT_accentColor02) func_extesp_CAnyInfo(entIndex_serverEntCProjectile, b_esp_filter_playerCT_accentColor01, b_esp_filter_playerCT_accentColor02, i_esp_anchorPosX, i_esp_anchorPosY) end end end end end end if ui_get(ref_extesp_filter_projectiles) == "On (Subtype)" then --Differentiate by Subtype if entity_get_classname(entIndex_serverEntCProjectile) == "CSmokeGrenadeProjectile" or entity_get_classname(entIndex_serverEntCProjectile) == "CSensorGrenadeProjectile" or entity_get_classname(entIndex_serverEntCProjectile) == "CSnowballProjectile" or entity_get_classname(entIndex_serverEntCProjectile) == "CMolotovProjectile" or entity_get_classname(entIndex_serverEntCProjectile) == "CDecoyProjectile" or entity_get_classname(entIndex_serverEntCProjectile) == "CBaseCSGrenadeProjectile" then if entity_get_prop(entIndex_serverEntCProjectile, "m_hThrower", array_index) ~= 0 and entity_get_prop(entIndex_serverEntCProjectile, "m_hThrower", array_index) ~= nil then if entity_get_classname(entIndex_serverEntCProjectile) == "CSmokeGrenadeProjectile" then func_extesp_snapline(entIndex_serverEntCProjectile, b_esp_filter_projectile_stSmokeG_accentColor01, b_esp_filter_projectile_stSmokeG_accentColor02, i_esp_anchorPosX, i_esp_anchorPosY) func_extesp_boundingBoxStatic(entIndex_serverEntCProjectile, b_esp_filter_projectile_stSmokeG_accentColor01, b_esp_filter_projectile_stSmokeG_accentColor02) func_extesp_CAnyInfo(entIndex_serverEntCProjectile, b_esp_filter_projectile_stSmokeG_accentColor01, b_esp_filter_projectile_stSmokeG_accentColor02, i_esp_anchorPosX, i_esp_anchorPosY) end if entity_get_classname(entIndex_serverEntCProjectile) == "CSensorGrenadeProjectile" then func_extesp_snapline(entIndex_serverEntCProjectile, b_esp_filter_projectile_stTAG_accentColor01, b_esp_filter_projectile_stTAG_accentColor02, i_esp_anchorPosX, i_esp_anchorPosY) func_extesp_boundingBoxStatic(entIndex_serverEntCProjectile, b_esp_filter_projectile_stTAG_accentColor01, b_esp_filter_projectile_stTAG_accentColor02) func_extesp_CAnyInfo(entIndex_serverEntCProjectile, b_esp_filter_projectile_stTAG_accentColor01, b_esp_filter_projectile_stTAG_accentColor02, i_esp_anchorPosX, i_esp_anchorPosY) end if entity_get_classname(entIndex_serverEntCProjectile) == "CSnowballProjectile" then func_extesp_snapline(entIndex_serverEntCProjectile, b_esp_filter_projectile_stSnowball_accentColor01, b_esp_filter_projectile_stSnowball_accentColor02, i_esp_anchorPosX, i_esp_anchorPosY) func_extesp_boundingBoxStatic(entIndex_serverEntCProjectile, b_esp_filter_projectile_stSnowball_accentColor01, b_esp_filter_projectile_stSnowball_accentColor02) func_extesp_CAnyInfo(entIndex_serverEntCProjectile, b_esp_filter_projectile_stSnowball_accentColor01, b_esp_filter_projectile_stSnowball_accentColor02, i_esp_anchorPosX, i_esp_anchorPosY) end if entity_get_classname(entIndex_serverEntCProjectile) == "CMolotovProjectile" then func_extesp_snapline(entIndex_serverEntCProjectile, b_esp_filter_projectile_stMolotov_accentColor01, b_esp_filter_projectile_stMolotov_accentColor02, i_esp_anchorPosX, i_esp_anchorPosY) func_extesp_boundingBoxStatic(entIndex_serverEntCProjectile, b_esp_filter_projectile_stMolotov_accentColor01, b_esp_filter_projectile_stMolotov_accentColor02) func_extesp_CAnyInfo(entIndex_serverEntCProjectile, b_esp_filter_projectile_stMolotov_accentColor01, b_esp_filter_projectile_stMolotov_accentColor02, i_esp_anchorPosX, i_esp_anchorPosY) end if entity_get_classname(entIndex_serverEntCProjectile) == "CDecoyProjectile" then func_extesp_snapline(entIndex_serverEntCProjectile, b_esp_filter_projectile_stDecoy_accentColor01, b_esp_filter_projectile_stDecoy_accentColor02, i_esp_anchorPosX, i_esp_anchorPosY) func_extesp_boundingBoxStatic(entIndex_serverEntCProjectile, b_esp_filter_projectile_stDecoy_accentColor01, b_esp_filter_projectile_stDecoy_accentColor02) func_extesp_CAnyInfo(entIndex_serverEntCProjectile, b_esp_filter_projectile_stDecoy_accentColor01, b_esp_filter_projectile_stDecoy_accentColor02, i_esp_anchorPosX, i_esp_anchorPosY) end if entity_get_classname(entIndex_serverEntCProjectile) == "CBaseCSGrenadeProjectile" then if entity_get_prop(entIndex_serverEntCProjectile, "m_DmgRadius", array_index) == 350 then func_extesp_snapline(entIndex_serverEntCProjectile, b_esp_filter_projectile_stHEG_accentColor01, b_esp_filter_projectile_stHEG_accentColor02, i_esp_anchorPosX, i_esp_anchorPosY) func_extesp_boundingBoxStatic(entIndex_serverEntCProjectile, b_esp_filter_projectile_stHEG_accentColor01, b_esp_filter_projectile_stHEG_accentColor02) func_extesp_CAnyInfo(entIndex_serverEntCProjectile, b_esp_filter_projectile_stHEG_accentColor01, b_esp_filter_projectile_stHEG_accentColor02, i_esp_anchorPosX, i_esp_anchorPosY) else func_extesp_snapline(entIndex_serverEntCProjectile, b_esp_filter_projectile_stFlashbang_accentColor01, b_esp_filter_projectile_stFlashbang_accentColor02, i_esp_anchorPosX, i_esp_anchorPosY) func_extesp_boundingBoxStatic(entIndex_serverEntCProjectile, b_esp_filter_projectile_stFlashbang_accentColor01, b_esp_filter_projectile_stFlashbang_accentColor02) func_extesp_CAnyInfo(entIndex_serverEntCProjectile, b_esp_filter_projectile_stFlashbang_accentColor01, b_esp_filter_projectile_stFlashbang_accentColor02s, i_esp_anchorPosX, i_esp_anchorPosY) end end end end end end end if ui_get(ref_extesp_filter_other) then local arr_entIndex_serverEntCAny = entity.get_all() for i = 1, #arr_entIndex_serverEntCAny do local entIndex_serverEntCAny = arr_entIndex_serverEntCAny[i] if (string_find(entity_get_classname(entIndex_serverEntCAny), "CWeapon") == nil and -- filter out most weapons not(entity_get_classname(entIndex_serverEntCAny) == "CDEagle") and not(entity_get_classname(entIndex_serverEntCAny) == "CAK47") and not(entity_get_classname(entIndex_serverEntCAny) == "CC4") and not(entity_get_classname(entIndex_serverEntCAny) == "CHostage") and not(entity_get_classname(entIndex_serverEntCAny) == "CEconEntity") and not(entity_get_classname(entIndex_serverEntCAny) == "CPlantedC4") and string_find(entity_get_classname(entIndex_serverEntCAny), "CKnife") == nil and -- filter out most knives string_find(entity_get_classname(entIndex_serverEntCAny), "CSmokeGrenade") == nil and -- filter out SmokeG and it's projectile string_find(entity_get_classname(entIndex_serverEntCAny), "CSensorGrenade") == nil and -- filter out TAG and it's projectile string_find(entity_get_classname(entIndex_serverEntCAny), "CMolotov") == nil and -- filter out Molotov and it's projectile string_find(entity_get_classname(entIndex_serverEntCAny), "CDecoy") == nil and -- filter out Decoy and it's projectile string_find(entity_get_classname(entIndex_serverEntCAny), "CSnowball") == nil and -- filter out Decoy and it's projectile not(entity_get_classname(entIndex_serverEntCAny) == "CIncendiaryGrenade") and not(entity_get_classname(entIndex_serverEntCAny) == "CBaseCSGrenadeProjectile") and not(entity_get_classname(entIndex_serverEntCAny) == "CHEGrenade") and not(entity_get_classname(entIndex_serverEntCAny) == "CFlashbang") and string_find(entity_get_classname(entIndex_serverEntCAny), "CCSPlayer") == nil and -- filter out all players and CCSPlayerResource which does not have origin string_find(entity_get_classname(entIndex_serverEntCAny), "CCSTeam") == nil and -- entity which does not have origin string_find(entity_get_classname(entIndex_serverEntCAny), "CCSGameRulesProxy") == nil) then -- entity which does not have origin func_extesp_snapline(entIndex_serverEntCAny, b_esp_filter_other_accentColor01, b_esp_filter_other_accentColor02, i_esp_anchorPosX, i_esp_anchorPosY) func_extesp_boundingBoxStatic(entIndex_serverEntCAny, b_esp_filter_other_accentColor01, b_esp_filter_other_accentColor02) func_extesp_CAnyInfo(entIndex_serverEntCAny, b_esp_filter_other_accentColor01, b_esp_filter_other_accentColor02, i_esp_anchorPosX, i_esp_anchorPosY) end end end end local function func_extesp_ePlayerConnectFull(event) local entIndex_localEntCCSPlayer = entity_get_local_player() if client_userid_to_entindex(event.userid) == entIndex_localEntCCSPlayer then i_extesp_tickinterval = globals_tickinterval() i_extesp_tickrate = 1 / i_extesp_tickinterval end end client.set_event_callback("player_connect_full", func_extesp_ePlayerConnectFull) client.set_event_callback("paint", func_extesp_eDraw) -- [End of file] -----------------------------------------------------------------------------------------------------------------------------------------------
function generateTriangleOfVertices() line = world:newLineCollider(200,200, 1030, 1030) line2 = world:newLineCollider(200,200,200,1030) joint = world:addJoint('RevoluteJoint', line, line2, 200, 200, true)--Joint that forms the slope for physical interactions end function setTriangleOfVerticesProperties() line:setType("static") line2:setType("static") end function generateBoundries() ground = world:newRectangleCollider(0, love.graphics.getHeight() - 30 , love.graphics.getWidth(), 30) ceiling = world:newRectangleCollider(0,love.graphics.getHeight() - (love.graphics.getHeight() ),love.graphics.getWidth(),30) leftWall = world:newRectangleCollider(0,0,30,love.graphics.getHeight()) rightWall = world:newRectangleCollider(love.graphics.getWidth() - 30,0,30,love.graphics.getHeight()) end function setBoundriesProperties() ground:setType("static") ceiling:setType("static") leftWall:setType("static") rightWall:setType("static") end function generateParticleSizeIconShowcase() particleSizeIcon = world:newRectangleCollider(love.graphics.getWidth() - 100,love.graphics.getHeight() - 110,10,10) end function setParticleSizeIconProperties() particleSizeIcon:setType("static") particleSizeIcon:setCollisionClass("Ghost") end function generateCubeObject() cube = world:newRectangleCollider(love.mouse.getX() + 40,love.mouse.getY(),10 + particleSizeIncrement,10 + particleSizeIncrement) end function setCubeObjectProperties() cube:setCollisionClass("Solid") cube:setFriction(frictionVal) end function distanceBetweenFormula(x1,y1,x2,y2) -- distance between two points in the cartesian coordinate system. return math.sqrt((x1-x2)^2 + (y1 - y2)^2) end function disperseCubeObject() if dispersionButton == "active" then local colliders = world:queryCircleArea(love.mouse.getX() + 40, love.mouse.getY() + 40, 100) for _, collider in ipairs(colliders) do if love.mouse.getX() < (love.graphics.getWidth() / 2) then collider:applyLinearImpulse(800,-400) else if love.mouse.getX() >= (love.graphics.getWidth() / 2) then collider:applyLinearImpulse(-800,-400) end end end end end
local addonName, G = ... local makeAction = (function() local function consume(mealDB, potionDB, nethergon) local potionText = (function() local s = '' for _, consumable in ipairs(potionDB) do s = s .. '/use item:' .. consumable[1] .. '\n' end return s end)() local nethergonText = '/use item:' .. nethergon .. '\n' .. potionText local currentDB local function inNethergonZone() local id = select(8, GetInstanceInfo()) return id == 550 or id == 552 or id == 553 or id == 554 end local function computeItem(levelarg) local level = levelarg or UnitLevel('player') if inNethergonZone() and currentDB == potionDB and level >= 55 and GetItemCount(nethergon) > 0 then return nethergon end for _, consumable in ipairs(currentDB) do local item, minlevel = unpack(consumable) if level >= minlevel and GetItemCount(item) > 0 then return item end end end local function computeAttr(item) if currentDB == mealDB then return '/use item:' .. item elseif inNethergonZone() then return nethergonText else return potionText end end local function updateItem(level) local item = computeItem(level) return { attr = item and computeAttr(item) or nil, ui = item and { item = item } or { hide = true }, } end local function updateDB(db) currentDB = db return updateItem() end return function() return updateDB(mealDB), { BAG_UPDATE_DELAYED = function() return updateItem() end, PLAYER_ENTERING_WORLD = function() return updateItem() end, PLAYER_LEVEL_UP = function(level) return updateItem(level) end, PLAYER_REGEN_DISABLED = function() return updateDB(potionDB) end, PLAYER_REGEN_ENABLED = function() return updateDB(mealDB) end, } end end local lang = { action = function(action) local num = action.action local function update() return { attr = HasAction(num) and ('#action:' .. num) or '', icon = GetActionTexture(num), name = GetActionText(num), } end local init = Mixin(update(), { cooldown = { action = num }, count = { action = num }, tooltip = { action = num }, update = { action = num }, }) return init, { ACTIONBAR_SLOT_CHANGED = function(slot) return slot == num and update() or {} end, } end, aura = function(action) local index, filter = action.aura.index, action.aura.filter local function update(unit) if not UnitIsUnit(unit, 'player') then return {} else local _, icon = UnitAura('player', index, filter) return { alpha = icon and 1.0 or 0.0, icon = icon, } end end local attr = string.format('#cancelaura:%2d:%s', index, filter) return Mixin({ attr = attr }, update('player')), { UNIT_AURA = update } end, bandage = function() local macro = '' for _, entry in ipairs(G.BandageDB) do macro = macro .. '/use item:' .. entry[1] .. '\n' end local function currentSkill() for i = 1, GetNumSkillLines() do local name, _, _, value = GetSkillLineInfo(i) if name == PROFESSIONS_FIRST_AID then return value end end return 0 end local function currentItem() local skill = currentSkill() for _, entry in ipairs(G.BandageDB) do local item, minskill = unpack(entry) if skill >= minskill and GetItemCount(item) > 0 then return item end end end local function update() local item = currentItem() return { ui = item and { item = item } or { hide = true } } end return Mixin(update(), { attr = macro }), { BAG_UPDATE_DELAYED = update, CHAT_MSG_SKILL = update, } end, buff = function(action) return { attr = '/click PallyPowerAuto RightButton\n/click ' .. addonName .. 'BuffButton', count = action.reagent and { item = action.reagent }, icon = 135938, tooltip = { text = 'Buff' }, } end, drink = consume(G.DrinkDB, G.ManaPotionDB, 32902), eat = consume(G.FoodDB, G.HealthPotionDB, 32905), emote = function(action) local emote = action.emote local keyName = 'CLICK ' .. addonName .. 'ActionButton' .. action.index .. ':LeftButton' local function update() local key = GetBindingKey(keyName) local keystr = key and (LibStub('LibKeyBound-1.0'):ToShortKey(key) .. ' - ') or '' return { name = keystr .. emote } end return Mixin(update(), { attr = '/' .. emote }), { UPDATE_BINDINGS = update } end, healset = function(action) local healset = action.healset local spellset = {} for _, spell in ipairs(healset.spells) do local ranks = G.SpellDB[spell] for i, rank in ipairs(ranks) do local rn = #ranks - i + 1 local fullName = ('%s(Rank %d)'):format(spell, rn) local actionText = '' for w in spell:gmatch('%S+') do actionText = actionText .. w:sub(1, 1) end actionText = actionText .. rn table.insert(spellset, { action = { attr = '/dismount [noflying]\n/stand\n/cast [@mouseover,help,nodead][] ' .. fullName, icon = GetSpellTexture(spell), name = actionText, ui = { spell = fullName }, }, id = rank[1], }) end end local idealpcts = healset.ranks local myrank = #idealpcts - action.rank + 1 local function makeDistance(t, k) return function(a, b) local aa = math.abs(t[a] - k) local bb = math.abs(t[b] - k) return aa < bb end end local function update() local known = {} for i, spell in ipairs(spellset) do if IsSpellKnown(spell.id) then table.insert(known, i) end end if #known <= #idealpcts then local myindex = known[myrank] return myindex and spellset[myindex].action or { attr = '' } else local klo, khi = known[1], known[#known] local assignedpcts = {} for i, j in ipairs(known) do assignedpcts[i] = 1 - (j - klo) / (khi - klo) end local assigneds = {} for i, j in ipairs(assignedpcts) do assigneds[i] = makeDistance(idealpcts, j) end local ideals = {} for i, j in ipairs(idealpcts) do ideals[i] = makeDistance(assignedpcts, j) end for assigned, ideal in pairs(G.StableMarriage(ideals, assigneds)) do if ideal == myrank then return spellset[known[assigned]].action end end -- This shouldn't happen... return { attr = '' } end end return update(), { SPELLS_CHANGED = update } end, invslot = function(action) local slot = action.invslot local function update() local item = GetInventoryItemID('player', slot) return not item and { attr = '' } or { attr = '/use ' .. slot, ui = { item = item }, } end return update(), { PLAYER_EQUIPMENT_CHANGED = update } end, item = function(action) return { attr = '/use item:' .. action.item, ui = { item = action.item }, } end, macro = function(action) return { attr = action.macro, icon = action.texture, name = action.actionText, tooltip = action.tooltip and { text = action.tooltip }, ui = action.ui, } end, mount = function() local function getMount(db) for _, entry in ipairs(db) do local item, spell = unpack(entry) if item and GetItemCount(item) > 0 then return '/use', 'item:' .. item, { ui = { item = item }, } elseif IsSpellKnown(spell) then return '/cast', (GetSpellInfo(spell)), { ui = { spell = spell }, } end end end local function update() local gcmd, garg, ground = getMount(G.MountGroundDB) local fcmd, farg, flight = getMount(G.MountFlightDB) if gcmd and fcmd then local macro = ( string.format('%s [nomounted,flyable] %s\n', fcmd, farg) .. string.format('%s [nomounted,noflyable] %s\n', gcmd, garg) .. '/dismount [mounted]' ) -- TODO update icon etc to use flight mount based on OnUpdate IsFlyableArea return Mixin({ attr = macro }, ground) elseif gcmd then local macro = string.format('%s [nomounted] %s\n/dismount [mounted]', gcmd, garg) return Mixin({ attr = macro }, ground) elseif fcmd then local macro = string.format('%s [nomounted] %s\n/dismount [mounted]', fcmd, farg) return Mixin({ attr = macro }, flight) else return { attr = '' } end end return update(), { BAG_UPDATE_DELAYED = update, SPELLS_CHANGED = update, } end, noncombat = function(action) local macro = ('/run SelectGossipOption(%d)'):format(action.noncombat) local init = { attr = '', icon = 134400, } return init, { GOSSIP_SHOW = function() return { attr = macro } end, GOSSIP_CLOSED = function() return { attr = '' } end, } end, oneof = function(action) local page, spells = action.oneofpage, action.oneof local function update() local known = {} for _, name in ipairs(spells) do local id = select(7, GetSpellInfo(name)) if id and IsSpellKnown(id) then known[id] = true end end if not next(known) then return { attr = '' } end local spell = spells[1] for i = 1, 40 do local buff = select(10, UnitBuff('player', i)) if not buff then break end if known[buff] then spell = buff break end end return { attr = '#page:' .. page, ui = { spell = spell } } end return {}, { SPELLS_CHANGED = update, UNIT_AURA = update, } end, page = function(action) return { attr = '#page:' .. action.page, count = action.reagent and { item = action.reagent }, icon = action.texture, name = action.actionText, tooltip = action.tooltip and { text = action.tooltip }, } end, petaction = function(action) local num = action.petaction local function update() local _, texture, isToken, isActive, autoCastAllowed, autoCastEnabled = GetPetActionInfo(num) local icon = isToken and _G[texture] or texture return { alpha = icon and 1.0 or 0.0, autocast = autoCastAllowed and (autoCastEnabled and 'enabled' or 'disabled') or 'disallowed', checked = { value = isActive or false }, icon = icon, } end local init = Mixin(update(), { attr = '#petaction:' .. num, cooldown = { petaction = num }, tooltip = { petaction = num }, }) return init, { PET_BAR_UPDATE = update, PET_UI_UPDATE = update, UNIT_PET = update, } end, shapeshift = function(action) local shapes = action.shapeshift local macro = '/cast' for shape, spell in pairs(shapes) do macro = macro .. (' [form:%d] %s;'):format(shape, spell) end local function update() local shape = GetShapeshiftForm() local spell = shape and shapes[shape] or nil local spellid = spell and select(7, GetSpellInfo(spell)) or nil return { ui = spellid and IsSpellKnown(spellid) and { spell = spellid } or { hide = true } } end return { attr = macro }, { SPELLS_CHANGED = update, UPDATE_SHAPESHIFT_FORM = update, } end, shoot = function() local macro = table.concat({ '/cast [equipped:bows] Shoot Bow', '/cast [equipped:crossbows] Shoot Crossbow', '/cast [equipped:guns] Shoot Gun', '/cast [equipped:thrown] Throw', '/cast [equipped:wand] !Shoot', }, '\n') local function update() local item = GetInventoryItemID('player', 18) local count = GetInventoryItemCount('player', GetInventoryItemID('player', 0) == 0 and 18 or 0) or 0 return { color = 1.0, count = { value = count }, ui = item and { item = item } or { hide = true }, update = { reset = true }, } end return Mixin(update(), { attr = macro }), { PLAYER_EQUIPMENT_CHANGED = update } end, spell = function(action) local shortName = action.spell local rankStr = action.rank and ('Rank ' .. action.rank) or nil local fullName = shortName .. (rankStr and ('(' .. rankStr .. ')') or '') local macrot = {'/cast'} if action.mouseover then table.insert(macrot, '[@mouseover,help,nodead][]') elseif action.options then table.insert(macrot, action.options) end table.insert(macrot, fullName) local macro = ( (action.dismount ~= false and '/dismount [noflying]\n' or '').. (action.stand ~= false and '/stand\n' or '').. (action.stopcasting and '/stopcasting\n' or '').. table.concat(macrot, ' ')) local function update() local spellid = select(7, GetSpellInfo(shortName, rankStr)) return { attr = spellid and IsSpellKnown(spellid) and macro or '', -- Use the spell base name for GetSpellTexture; more likely to work on login. icon = GetSpellTexture(shortName), } end local init = Mixin(update(), { count = { spell = fullName }, name = action.actionText, ui = { spell = fullName }, }) return init, { SPELLS_CHANGED = update } end, spells = function(action) local spells = action.spells local prefix = ( (action.stopcasting and '/stopcasting\n' or '').. '/cast'..(action.mouseover and ' [@mouseover,help,nodead][] ' or ' ')) local function update() for _, name in ipairs(spells) do local id = select(7, GetSpellInfo(name)) if id and IsSpellKnown(id) then return { attr = prefix .. name, ui = { spell = name }, } end end return {} end return {}, { SPELLS_CHANGED = update } end, } return function(action) for k, v in pairs(lang) do if action[k] then return v(action) end end error('invalid action') end end)() local updateButton = (function() local lang = { alpha = function(button, alpha) button:SetAlpha(alpha) end, autocast = (function() local autocastLang = { disabled = function(button) button.AutoCastable:Show() AutoCastShine_AutoCastStop(button.AutoCastShine) end, disallowed = function(button) button.AutoCastable:Hide() AutoCastShine_AutoCastStop(button.AutoCastShine) end, enabled = function(button) button.AutoCastable:Show() AutoCastShine_AutoCastStart(button.AutoCastShine) end, } return function(button, autocast) if button.AutoCastable then assert(autocastLang[autocast], 'invalid autocast ' .. autocast)(button) end end end)(), checked = (function() local checkedLang = { spell = function(spell) return IsCurrentSpell(spell) end, value = function(value) return value end, } return function(button, checked) if button.SetChecked then local k, v = next(checked) local fn = assert(checkedLang[k], 'invalid checked program ' .. tostring(k)) local chfn = function() return fn(v) end button:SetChecked(chfn()) button.chfn = chfn end end end)(), color = function(button, color) if button.icon then button.icon:SetVertexColor(color, color, color) end end, cooldown = (function() local cooldownLang = { action = function(action) return GetActionCooldown(action) end, item = function(item) return GetItemCooldown(item) end, petaction = function(petaction) return GetPetActionCooldown(petaction) end, reset = function() return 0, 0, 0 end, spell = function(spell) return GetSpellCooldown(spell) end, } return function(button, prog) if button.cooldown then local k, v = next(prog) local start, duration, enable, modRate = cooldownLang[k](v) CooldownFrame_Set(button.cooldown, start, duration, enable, false, modRate) end end end)(), count = (function() local countLang = { action = function(action) return IsConsumableAction(action) and GetActionCount(action) or -1 end, item = function(item) return GetItemCount(item) end, spell = function(spell) return IsConsumableSpell(spell) and GetSpellCount(spell) or -1 end, value = function(value) return value end, } return function(button, prog) if button.Count then local k, v = next(prog) local count = countLang[k](v) button.Count:SetText(count < 0 and '' or count > 9999 and '*' or tostring(count)) end end end)(), icon = function(button, icon) if button.icon then button.icon:SetTexture(icon) end end, name = function(button, name) (button.Name or button.Text):SetText(name) end, tooltip = (function() local tooltipLang = { action = function(action) GameTooltip:SetAction(action) end, item = function(item) GameTooltip:SetHyperlink('item:' .. item) end, petaction = function(petaction) GameTooltip:SetPetAction(petaction) end, spell = function(spell) if type(spell) == 'string' then spell = select(7, GetSpellInfo(spell)) end GameTooltip:SetSpellByID(spell) local subtext = GetSpellSubtext(spell) if subtext then GameTooltipTextRight1:SetText(subtext) GameTooltipTextRight1:SetTextColor(0.5, 0.5, 0.5) GameTooltipTextRight1:Show() GameTooltip:Show() end end, text = function(text) GameTooltip:SetText(text) end, } return function(button, tooltip) local k, v = next(tooltip) local fn = tooltipLang[k] button.ttfn = fn and function() fn(v) end or nil end end)(), update = (function() local function updateColor(isFooInRange, isUsableFoo) local function getColor(foo) if isFooInRange(foo, 'target') == 0 then return 0.8, 0.1, 0.1 end local isUsable, notEnoughMana = isUsableFoo(foo) if isUsable then return 1.0, 1.0, 1.0 elseif notEnoughMana then return 0.5, 0.5, 1.0 else return 0.4, 0.4, 0.4 end end return function(foo, button) if button.icon then button.icon:SetVertexColor(getColor(foo)) end end end local updateLang = { action = updateColor(IsActionInRange, IsUsableAction), item = updateColor(IsItemInRange, IsUsableItem), reset = function() end, spell = updateColor(IsSpellInRange, IsUsableSpell), } return function(button, prog) local k, v = next(prog) updateLang[k](v, button) end end)(), } return function(button, update) if button then for k, v in pairs(update) do assert(lang[k], 'unknown function ' .. k)(button, v) end end end end)() local function makeActionButtons() local attachToIconGrid, attachToTextGrid = (function() local width, height = 36, 18 local frames = {} for _ = 1, 96 do local frame = CreateFrame('Frame') frame:SetSize(width, height) table.insert(frames, frame) end for i, frame in ipairs(frames) do if i <= 84 then frame:SetPoint('BOTTOM', frames[i + 12], 'TOP') end if (i - 1) % 12 < 5 then frame:SetPoint('RIGHT', frames[i + 1], 'LEFT') elseif (i - 1) % 12 > 6 then frame:SetPoint('LEFT', frames[i - 1], 'RIGHT') end end frames[90]:SetPoint('BOTTOMRIGHT', UIParent, 'BOTTOM') frames[91]:SetPoint('BOTTOMLEFT', UIParent, 'BOTTOM') local function icon(frame, row, col) local index = (row - 1) * 24 + col frame:ClearAllPoints() frame:SetPoint('TOPLEFT', frames[index], 'TOPLEFT') frame:SetPoint('BOTTOMRIGHT', frames[index + 12], 'BOTTOMRIGHT') end local function text(frame, row, col) local index = (row - 1) * 12 + (col - 1) * 2 + 1 frame:ClearAllPoints() frame:SetPoint('TOPLEFT', frames[index], 'TOPLEFT') frame:SetPoint('BOTTOMRIGHT', frames[index + 1], 'BOTTOMRIGHT') end return icon, text end)() local scripts = { OnEnter = function(self) if self.ttfn then GameTooltip_SetDefaultAnchor(GameTooltip, self) self.ttfn() end end, OnEvent = function(self) local binder = addonName .. 'ActionButton' .. self:GetID() local key = GetBindingKey('CLICK ' .. binder .. ':LeftButton') if key then self.HotKey:SetText(LibStub('LibKeyBound-1.0'):ToShortKey(key)) self.HotKey:Show() else self.HotKey:Hide() end end, OnLeave = function() GameTooltip:Hide() end, PostClick = function(self) if self.chfn then self:SetChecked(self.chfn()) end end, } local iconButtons = {} for row = 1, 4 do for col = 1, 12 do local button = CreateFrame( 'CheckButton', addonName .. 'ActionIconButton' .. (#iconButtons + 1), UIParent, 'ActionButtonTemplate, SecureActionButtonTemplate') attachToIconGrid(button, row, col) button:SetMotionScriptsWhileDisabled(true) button.icon:SetTexCoord(0.07, 0.93, 0.07, 0.93) button.HotKey:SetFont(button.HotKey:GetFont(), 13, 'OUTLINE') button.HotKey:SetVertexColor(0.75, 0.75, 0.75) button.HotKey:SetPoint('TOPLEFT', button, 'TOPLEFT', -2, -4) button.Count:SetFont(button.Count:GetFont(), 16, 'OUTLINE') button:SetNormalTexture('Interface\\Buttons\\UI-Quickslot2') button.NormalTexture:SetTexCoord(0, 0, 0, 0) button.cooldown:SetSwipeColor(0, 0, 0) button:RegisterEvent('UPDATE_BINDINGS') for k, v in pairs(scripts) do button:SetScript(k, v) end table.insert(iconButtons, button) end end local textButtons = {} for row = 1, 8 do for col = 1, 6 do local idx = (row - 1) * 6 + col local button = CreateFrame( 'Button', addonName .. 'ActionTextButton' .. idx, UIParent, 'UIPanelButtonTemplate, SecureActionButtonTemplate') attachToTextGrid(button, row, col) table.insert(textButtons, button) end end return { icon = iconButtons, text = textButtons, } end local actionPage = 'invalid' local actionButtonState = {} local function setupHeader(actions, defaultPage, actionButtons, getActionButton) local prefix = addonName .. 'ActionButton' local header = CreateFrame('Frame', prefix .. 'Header', UIParent, 'SecureHandlerStateTemplate') header:Execute(([[defaultPage = %q]]):format(defaultPage)) header:Execute([[ actionPages = newtable() buttonPages = newtable() keybinders = newtable() updateActionButton = [=[ local idx = ... local currentPage = owner:GetAttribute('fractionpage') local actionPage = actionPages[currentPage] local attr = actionPage.attrs[idx] or '' local type_, action, macrotext, index, filter if attr:sub(1, 8) == '#action:' then type_, action = 'action', tonumber(attr:sub(9)) elseif attr:sub(1, 11) == '#petaction:' then type_, action = 'pet', tonumber(attr:sub(12)) elseif attr:sub(1, 12) == '#cancelaura:' then type_, index, filter = 'cancelaura', tonumber(attr:sub(13, 14)), attr:sub(16) else type_, macrotext = 'macro', attr end local button = buttonPages[actionPage.buttonPage][idx] button:SetAttribute('type', type_) button:SetAttribute('action', action) button:SetAttribute('macrotext', macrotext) button:SetAttribute('index', index) button:SetAttribute('filter', filter) if attr ~= '' then owner:CallMethod('InsecureActionButtonRefresh', idx) button:Show() else button:Hide() end ]=] updateActionAttr = [=[ local pageName, idx, attr = ... actionPages[pageName].attrs[idx] = attr if pageName == owner:GetAttribute('fractionpage') then owner:Run(updateActionButton, idx) end ]=] updateActionPage = [=[ local page = ... local currentPage = owner:GetAttribute('fractionpage') if page ~= currentPage then owner:CallMethod('InsecureUpdateActionPage', page) local newButtonPage = actionPages[page].buttonPage if currentPage then local oldButtonPage = actionPages[currentPage].buttonPage if oldButtonPage ~= newButtonPage then for _, button in ipairs(buttonPages[oldButtonPage]) do button:Hide() end end end owner:SetAttribute('fractionpage', page) for i, keybinder in ipairs(keybinders) do local button = buttonPages[newButtonPage][i] local macrotext = button and ('/click ' .. button:GetName()) or '' keybinder:SetAttribute('macrotext', macrotext) end for buttonid, button in ipairs(buttonPages[newButtonPage]) do owner:Run(updateActionButton, buttonid) end end ]=] updatePageOnClick = [=[ local buttonid = ... local currentPage = actionPages[owner:GetAttribute('fractionpage')] local attr = currentPage.attrs[buttonid] or '' local page = attr:sub(1, 6) == '#page:' and attr:sub(7) or currentPage.nextActionPage owner:Run(updateActionPage, page) ]=] ]]) for name, page in pairs(actions) do header:Execute(([[ local name, buttonPage, nextActionPage = %q, %q, %q local t = newtable() t.attrs = newtable() t.buttonPage = buttonPage t.nextActionPage = nextActionPage actionPages[name] = t ]]):format(name, page.buttonPage, page.nextActionPage)) end for buttonPageName, buttons in pairs(actionButtons) do header:Execute(([[ local buttonPageName = %q buttonPages[buttonPageName] = buttonPages[buttonPageName] or newtable() ]]):format(buttonPageName)) for idx, button in ipairs(buttons) do button:Hide() button:SetID(idx) header:WrapScript(button, 'OnClick', 'return nil, true', [[ owner:Run(updatePageOnClick, self:GetID()) ]]) header:SetFrameRef('tmp', button) header:Execute(([[ tinsert(buttonPages[%q], self:GetFrameRef('tmp')) ]]):format(buttonPageName)) end end local len = 0 for _, buttons in pairs(actionButtons) do len = math.max(len, #buttons) end for i = 1, len do local button = CreateFrame('Button', prefix .. i, nil, 'SecureActionButtonTemplate') button:SetAttribute('type', 'macro') header:SetFrameRef('tmp', button) header:Execute([[tinsert(keybinders, self:GetFrameRef('tmp'))]]) end RegisterAttributeDriver(header, 'state-petexists', '[@pet,exists] true; false') header:SetAttribute('_onstate-petexists', [=[ -- If we just got a pet and it's not a hunter/warlock pet, switch to the pet page. -- If we just lost a pet and we're on the pet page, go back to the default page. local petExists = newstate == 'true' local creatureFamily, petName = PlayerPetSummary() if petExists and not creatureFamily and petName ~= 'Shadowfiend' then owner:Run(updateActionPage, 'pet') elseif not petExists and owner:GetAttribute('fractionpage') == 'pet' then owner:Run(updateActionPage, defaultPage) end ]=]) header.InsecureActionButtonRefresh = function(_, idx) local reset = { alpha = 1.0, autocast = 'disallowed', checked = { value = false }, color = 1.0, cooldown = { reset = true }, count = { value = -1 }, icon = 136235, -- samwise name = '', tooltip = { reset = true }, } updateButton(getActionButton(idx), Mixin(reset, actionButtonState[actionPage][idx])) end header.InsecureUpdateActionPage = function(_, newPage) actionPage = newPage end header:RegisterEvent('PLAYER_ENTERING_WORLD') header:SetScript('OnEvent', function(self) self:Execute([[self:Run(updateActionPage, defaultPage)]]) end) for page in pairs(actions) do local name = page:gsub('^%l', string.upper) local switch = CreateFrame('Button', prefix .. name .. 'Switcher', header, 'SecureActionButtonTemplate') header:WrapScript(switch, 'OnClick', 'return nil, true', ([=[ local page = %q owner:Run(updateActionPage, owner:GetAttribute('fractionpage') == page and defaultPage or page) ]=]):format(page)) end local defaultSwitch = CreateFrame('Button', prefix .. 'DefaultSwitcher', header, 'SecureActionButtonTemplate') header:WrapScript(defaultSwitch, 'OnClick', 'return nil, true', 'owner:Run(updateActionPage, defaultPage)') local function updateAttr(pageName, idx, attr) header:Execute(([[self:Run(updateActionAttr, %q, %d, %q)]]):format(pageName, idx, attr)) end return updateAttr end local function setupActions(actions, defaultPage, actionButtons) local function getActionButton(idx) local buttonPage = actions[actionPage].buttonPage return actionButtons[buttonPage][idx] end local updateAttr = setupHeader(actions, defaultPage, actionButtons, getActionButton) local maybeSetAttr, drainPendingAttrs = (function() local pendingAttrs = {} local function maybeSetAttr(pageName, idx, attr) if InCombatLockdown() then pendingAttrs[pageName] = pendingAttrs[pageName] or {} pendingAttrs[pageName][idx] = attr else updateAttr(pageName, idx, attr) end end local function drainPendingAttrs() for pageName, pageAttrs in pairs(pendingAttrs) do for idx, attr in pairs(pageAttrs) do updateAttr(pageName, idx, attr) end wipe(pageAttrs) end end return maybeSetAttr, drainPendingAttrs end)() local updateAction = (function() local uiLang = { hide = function() return { alpha = 0.0, tooltip = { reset = true }, } end, item = function(item) return { alpha = 1.0, color = IsUsableItem(item) and 1.0 or 0.4, cooldown = { item = item }, count = { item = item }, icon = GetItemIcon(item), tooltip = { item = item }, update = { item = item }, } end, spell = function(spell) return { alpha = 1.0, checked = { spell = spell }, cooldown = { spell = spell }, count = { spell = spell }, icon = GetSpellTexture(spell), tooltip = { spell = spell }, update = { spell = spell }, } end, } return function(pageName, idx, update) if update.attr then maybeSetAttr(pageName, idx, update.attr) update.attr = nil end if update.ui then local k, v = next(update.ui) update = Mixin({}, uiLang[k](v), update) update.ui = nil end Mixin(actionButtonState[pageName][idx], update) if pageName == actionPage then updateButton(getActionButton(idx), update) end end end)() local handlers = {} local function addHandler(ev, handler) handlers[ev] = handlers[ev] or {} table.insert(handlers[ev], handler) end for pageName, page in pairs(actions) do actionButtonState[pageName] = {} for idx, action in pairs(page.actions) do actionButtonState[pageName][idx] = {} local init, tyhandlers = makeAction(action) updateAction(pageName, idx, init) for ev, handler in pairs(tyhandlers or {}) do addHandler(ev, function(...) return updateAction(pageName, idx, handler(...)) end) end end end local function updateHandler(name) return function() for idx, state in pairs(actionButtonState[actionPage]) do if state[name] then updateButton(getActionButton(idx), { [name] = state[name] }) end end end end local genericHandlers = { BAG_UPDATE_DELAYED = updateHandler('count'), CURRENT_SPELL_CAST_CHANGED = updateHandler('checked'), SPELL_UPDATE_COOLDOWN = updateHandler('cooldown'), } for ev, handler in pairs(genericHandlers) do addHandler(ev, handler) end local handlersHandlers = {} for ev, hs in pairs(handlers) do handlersHandlers[ev] = function(...) for _, h in ipairs(hs) do h(...) end end end -- Run post-combat attr updates before delivering messages to actions. -- These happened earlier in time. local postCombatHandler = handlersHandlers.PLAYER_REGEN_ENABLED handlersHandlers.PLAYER_REGEN_ENABLED = function(...) drainPendingAttrs() return postCombatHandler and postCombatHandler(...) end G.Eventer(handlersHandlers) G.Updater(TOOLTIP_UPDATE_TIME, updateHandler('update')) end local function makeActions() local fractionPages, extraPages = (function() local classActionPages = G.ClassActionSpecs[select(3, UnitClass('player'))] local fractions, extra = {}, {} for z, classActions in ipairs(classActionPages or {}) do local page = {} table.insert(fractions, page) for i, v in pairs(classActions) do if v.page then local pageName = 'fraction' .. z .. 'x' .. i .. 'x' page[i] = Mixin({}, v, { page = pageName }) local subpage = {} for j, x in pairs(v.page) do subpage[j] = x end extra[pageName] = subpage elseif v.oneof then local spells, subpage = {}, {} for j, sp in pairs(v.oneof) do table.insert(spells, sp) subpage[j] = { spell = sp } end local pageName = 'fraction' .. z .. 'x' .. i .. 'x' page[i] = Mixin({}, v, { oneof = spells, oneofpage = pageName }) extra[pageName] = subpage elseif v.stopcasting and not (v.spell or v.spells) then page[i] = { actionText = 'Stop', macro = '/stopcasting', texture = 135768, tooltip = 'Stop Casting', } elseif v.racial then page[i] = { spell = ({ ['Blood Elf'] = 'Arcane Torrent', Draenei = 'Gift of the Naaru', Dwarf = 'Stoneform', Gnome = 'Escape Artist', Human = 'Perception', ['Night Elf'] = 'Shadowmeld', Orc = 'Blood Fury', Tauren = 'War Stomp', Troll = 'Berserking', Undead = 'Will of the Forsaken', })[UnitRace('player')] } elseif v.racial2 then local spell = ({ ['Blood Elf'] = 'Mana Tap', Undead = 'Cannibalize', })[UnitRace('player')] page[i] = spell and { spell = spell } or nil else page[i] = v end end end return fractions, extra end)() local actionPages = Mixin(extraPages, { action1 = (function() local page = {} for i = 1, 48 do table.insert(page, { action = i }) end return page end)(), action2 = (function() local page = {} for i = 49, 72 do table.insert(page, { action = i }) end return page end)(), aura = (function() local page = {} for i = 1, 40 do table.insert(page, { aura = { filter = 'CANCELABLE', index = i, }, }) end return page end)(), emote = (function() local emotes = { 'lol', 'thank', 'cheer', 'wave', 'hello', 'train', 'rude', 'congratulate', 'moo', 'oom', 'attacktarget', 'charge', 'mourn', 'tickle', 'roar', 'rofl', 'hug', 'kiss', 'love', 'hungry', 'thirsty', 'ready', 'sleep', 'sigh', 'nod', 'no', 'threaten', 'silly', 'question', 'welcome', 'hail', } local page = {} for i, emote in ipairs(emotes) do table.insert(page, { emote = emote, index = i, }) end return page end)(), noncombat = (function() local page = {} for i = 1, 10 do table.insert(page, { noncombat = i }) end return page end)(), pet = (function() local page = {} for i = 1, NUM_PET_ACTION_SLOTS do table.insert(page, { petaction = i }) end table.insert(page, { macro = '/cancelaura Mind Control', texture = 136206, tooltip = 'Cancel Mind Control', }) table.insert(page, { macro = '/petdismiss', texture = 'interface/icons/spell_nature_spiritwolf', tooltip = 'Dismiss Pet', }) return page end)(), profession = (function() local professions = { 'Alchemy', 'Cooking', 'Disenchant', 'Enchanting', 'First Aid', 'Engineering', 'Tailoring', 'Smelting', 'Leatherworking', 'Blacksmithing', 'Jewelcrafting', 'Prospecting', } local page = {} for _, spell in ipairs(professions) do table.insert(page, { dismount = false, spell = spell, stand = false, }) end return page end)(), }) local defaultPage = next(fractionPages) and 'fraction1' or 'action1' local actions = (function() local t = {} for k, v in pairs(actionPages) do t[k] = { actions = v, buttonPage = k == 'emote' and 'text' or 'icon', nextActionPage = k == 'pet' and k or defaultPage, } end for i, v in pairs(fractionPages) do local n = 'fraction' .. i t[n] = { actions = v, buttonPage = 'icon', nextActionPage = n, } end return t end)() return actions, defaultPage end G.Eventer({ PLAYER_LOGIN = function() G.ReparentFrame(MainMenuBar) local actions, defaultPage = makeActions() local actionButtons = makeActionButtons() setupActions(actions, defaultPage, actionButtons) end, })
-- Simplified implementation of mw for running WikiMedia Scribunto code -- under Python -- -- Copyright (c) 2020-2021 Tatu Ylonen. See file LICENSE and https://ylonen.org local mw_autoload = { hash = "mw_hash", html = "mw_html", language = "mw_language", site = "mw_site", text = "mw_text", title = "mw_title", uri = "mw_uri", ustring = "ustring:ustring", wikibase = "mw_wikibase", getContentLanguage = function(table) return table.language.getContentLanguage end, getLanguage = function(table) return table.language.getContentLanguage end } local mw_meta = {} -- This is intentionally a global variable, as this is accessed by many modules mw = { -- addWarning (see below) -- allToString (see below) -- clone (see below) -- dumpObject (see below) -- getCurrentFrame -- assigned in lua_invoke for each call -- hash - autoloaded -- html - autoloaded -- incrementExpensiveFunctionCount (see below) -- isSubsting (see below) -- language - autoloaded -- loadData (see below) -- log (see below) -- logObject (see below) -- XXX message.* -- site - autoloaded -- text - autoloaded -- title - autoloaded -- uri - autoloaded -- ustring - autoloaded } setmetatable(mw, mw_meta) function mw_meta.__index(table, key) local modname = mw_autoload[key] if modname == nil then return nil end local ret if type(modname) == "string" then ret = require(modname) elseif type(modname) == "function" then ret = modname(table) else error("mw_meta.__index had modname", modname) end table[key] = ret return ret end function mw.addWarning(text) print("mw.addWarning", text) end function mw.allToString(...) local ret = "" for k, v in pairs(...) do ret = ret .. tostring(v) end return ret end local function _mw_deepcopy(obj, visited) -- non-table objects can be returned as-is if type(obj) ~= "table" then return obj end -- handle cyclic data structures if visited[obj] ~= nil then return visited[obj] end -- Create new table local new_table = {} -- track that we have visited this node and save the copy visited[obj] = new_table -- clear metatable during the copy, as it could interfere local old_meta = getmetatable(obj) setmetatable(obj, nil) -- Copy fields of the object for k, v in pairs(obj) do new_table[_mw_deepcopy(k, visited)] = _mw_deepcopy(v, visited) end -- copy metatable pointer for copy setmetatable(obj, old_meta) setmetatable(new_table, old_meta) return new_table end function mw.clone(v) local ret = _mw_deepcopy(v, {}) -- print("mw_clone: " .. tostring(ret)) return ret end function mw.dumpObject(obj) print("mw.dumpObject", obj) end function mw.incrementExpensiveFunctionCount() print("mw.incrementExpensiveFunctionCount") end function mw.isSubsting() return false end -- mw.loadData function - loads a data file. This is same as require(), -- which already implements caching. function mw.loadData(modname) return _new_loadData(modname) end function mw.log(...) -- print("mw.log", ...) end function mw.logObject(obj) -- print("mw.logObject", obj) end function mw.getCurrentFrame() return _mw_frame end return mw
local Scope = {} Scope.__index = Scope Mlc.classes.Scope = Scope
-- @docclass UIWindow = extends(UIWidget, "UIWindow") function UIWindow.create() local window = UIWindow.internalCreate() window:setTextAlign(AlignTopCenter) window:setDraggable(true) window:setAutoFocusPolicy(AutoFocusFirst) return window end function UIWindow:onKeyPress(keyCode, keyboardModifiers) if keyboardModifiers == KeyboardNoModifier then if keyCode == KeyEnter then signalcall(self.onEnter, self) elseif keyCode == KeyEscape then signalcall(self.onEscape, self) end end end function UIWindow:onFocusChange(focused) if focused then self:raise() end end function UIWindow:onDragEnter(mousePos) self:breakAnchors() self.movingReference = { x = mousePos.x - self:getX(), y = mousePos.y - self:getY() } return true end function UIWindow:onDragLeave(droppedWidget, mousePos) -- TODO: auto detect and reconnect anchors end function UIWindow:onDragMove(mousePos, mouseMoved) local pos = { x = mousePos.x - self.movingReference.x, y = mousePos.y - self.movingReference.y } self:setPosition(pos) self:bindRectToParent() end function UIWindow:show(dontDisableHotkeys) if modules.game_hotkeys and not dontDisableHotkeys then modules.game_hotkeys.enableHotkeys(false) end self:setVisible(true) end function UIWindow:hide(dontDisableHotkeys) if modules.game_hotkeys and not dontDisableHotkeys then modules.game_hotkeys.enableHotkeys(true) end self:setVisible(false) end
function impulse.Ops.EventManager.SequenceLoad(path) local fileData = file.Read(path, "DATA") local json = util.JSONToTable(fileData) if not json or not istable(json) then return false, "Corrupted sequence file" end if not json.Name or not json.Events or not json.FileName then return false, "Corrupted sequence file vital metadata" end impulse.Ops.EventManager.Sequences[json.Name] = json return true end function impulse.Ops.EventManager.SequenceSave(name) local sequence = impulse.Ops.EventManager.Sequences[name] file.Write("impulse/ops/eventmanager/"..sequence.FileName..".json", util.TableToJSON(sequence, true)) end function impulse.Ops.EventManager.SequencePush(name) local sequence = impulse.Ops.EventManager.Sequences[name] local events = sequence.Events local eventCount = table.Count(events) print("[ops-em] Starting push of "..name..". (This might take a while)") net.Start("impulseOpsEMPushSequence") net.WriteString(name) net.WriteUInt(eventCount, 16) for v,k in pairs(events) do local edata = pon.encode(k) net.WriteUInt(#edata, 16) net.WriteData(edata, #edata) print("[ops-em] Packaged event "..v.."/"..eventCount.." ("..k.Type..")") end net.SendToServer() print("[ops-em] Push fully sent to server!") end function impulse.Ops.EventManager.GetVersionHash() return util.CRC(util.TableToJSON(impulse.Ops.EventManager.Config.Events)) end
if not modules then modules = { } end modules ['mtx-mtxworks'] = { version = 1.002, comment = "companion to mtxrun.lua", author = "Hans Hagen, PRAGMA-ADE, Hasselt NL", copyright = "PRAGMA ADE / ConTeXt Development Team", license = "see context related readme files" } -- this is a shortcut to "mtxrun --script texworks --start" environment.setargument("start",true) require "mtx-texworks"
local ReplicatedStorage = game:GetService("ReplicatedStorage") local Knit = require(ReplicatedStorage.Knit) local Janitor = require(Knit.Util.Janitor) local TableUtil = require(Knit.Util.TableUtil) local Roact = require(ReplicatedStorage.Roact) local elements = script.Parent.Elements local Frame = require(elements.Frame) local TextLabel = require(elements.TextLabel) local Key = Roact.PureComponent:extend("Key") local images = { [Enum.UserInputType.Touch] = "rbxassetid://7625493742"; [Enum.UserInputType.MouseButton1] = "rbxassetid://7625494008"; [Enum.UserInputType.MouseButton2] = "rbxassetid://7625494406"; [Enum.UserInputType.MouseButton3] = "rbxassetid://7625494225"; [Enum.KeyCode.ButtonA] = "rbxassetid://7625502583"; [Enum.KeyCode.ButtonB] = "rbxassetid://7625502327"; [Enum.KeyCode.ButtonX] = "rbxassetid://7625500057"; [Enum.KeyCode.ButtonY] = "rbxassetid://7625499774"; [Enum.KeyCode.ButtonStart] = "rbxassetid://7626956529"; [Enum.KeyCode.ButtonSelect] = "rbxassetid://7626957065"; [Enum.KeyCode.DPadUp] = "rbxassetid://7625498976"; [Enum.KeyCode.DPadDown] = "rbxassetid://7625499590"; [Enum.KeyCode.DPadLeft] = "rbxassetid://7625499420"; [Enum.KeyCode.DPadRight] = "rbxassetid://7625499185"; [Enum.KeyCode.ButtonL1] = "rbxassetid://7625501623"; [Enum.KeyCode.ButtonL2] = "rbxassetid://7625501219"; [Enum.KeyCode.ButtonR1] = "rbxassetid://7625500678"; [Enum.KeyCode.ButtonR2] = "rbxassetid://7625500426"; [Enum.KeyCode.ButtonL3] = "rbxassetid://7625498721"; [Enum.KeyCode.ButtonR3] = "rbxassetid://7625498497"; } local largeKeys = { Enum.KeyCode.Space; Enum.KeyCode.CapsLock; Enum.KeyCode.Backspace; Enum.KeyCode.Tab; } local buttonFillProps = { anchor = Vector2.new(0.5, 0.5); pos = UDim2.fromScale(0.51, 0.5); size = UDim2.fromScale(0.75, 0.75); cornerRadius = UDim.new(1, 0); } local menuButtonsFillProps = { anchor = Vector2.new(0.5, 0.5); pos = UDim2.fromScale(0.51, 0.52); size = UDim2.fromScale(0.94, 0.55); cornerRadius = UDim.new(0.12, 0); } local bumperFillProps = { anchor = Vector2.new(0.5, 0.5); pos = UDim2.fromScale(0.5, 0.51); size = UDim2.fromScale(0.7, 0.4); cornerRadius = UDim.new(0.2, 0); } local specialFillProps = { [Enum.KeyCode.ButtonA] = buttonFillProps; [Enum.KeyCode.ButtonB] = buttonFillProps; [Enum.KeyCode.ButtonX] = buttonFillProps; [Enum.KeyCode.ButtonY] = buttonFillProps; [Enum.KeyCode.ButtonStart] = menuButtonsFillProps; [Enum.KeyCode.ButtonSelect] = menuButtonsFillProps; [Enum.KeyCode.ButtonL1] = bumperFillProps; [Enum.KeyCode.ButtonL2] = bumperFillProps; [Enum.KeyCode.ButtonR1] = bumperFillProps; [Enum.KeyCode.ButtonR2] = bumperFillProps; [Enum.KeyCode.ButtonL3] = buttonFillProps; [Enum.KeyCode.ButtonR3] = buttonFillProps; } function Key:init() local UI = require(ReplicatedStorage.UI) self:setState({ device = UI:GetInputDevice(true); }) self.janitor = Janitor.new() end function Key:render() local children = self.props[Roact.Children] or { } self.props[Roact.Children] = nil local input = self.props.inputs[self.state.device] or Enum.UserInputType.None local image = images[input] local isKey = not image if isKey then image = "rbxassetid://7626320648" end children.Image = Roact.createElement("ImageLabel", { Image = image; ImageTransparency = self.props.trans; ImageColor3 = self.props.color; ScaleType = Enum.ScaleType.Fit; Size = UDim2.fromScale(1, 1); BackgroundTransparency = 1; ZIndex = self.props.index; }) if isKey then children.Text = Roact.createElement(TextLabel, { trans = self.props.trans; text = input.Name; color = self.props.color; size = UDim2.fromScale(0.7, 0.7); anchor = Vector2.new(0.5, 0); pos = UDim2.fromScale(0.5, 0.1); }) end local index = ( self.props.fill and (self.props.index and self.props.index + 1) or self.props.index ) or 1 if self.props.fill then local fillProps = TableUtil.Assign({ anchor = Vector2.new(0.5, 0.5); pos = UDim2.fromScale(0.5, 0.5); size = UDim2.fromScale(0.9, 0.9); cornerRadius = isKey and UDim.new(0.15, 0) or UDim.new(1, 0); index = index - 1; }, specialFillProps[input] or { }) children.Fill = Roact.createElement(self.props.fill, fillProps) end return Roact.createElement(Frame, { anchor = self.props.anchor; pos = self.props.pos; size = self.props.size; constraint = self.props.constraint; clip = self.props.clip; order = self.props.order; index = index; [Roact.Ref] = self.props[Roact.Ref]; }, children) end function Key:didMount() local UI = require(ReplicatedStorage.UI) self.janitor:Add(UI.InputDeviceChanged:Connect(function(_id, device) self:setState({ device = device; }) end)) end function Key:willUnmount() self.janitor:Destroy() end return Key
:: # Copyright 2013, Big Switch Networks, Inc. :: # :: # LoxiGen is licensed under the Eclipse Public License, version 1.0 (EPL), with :: # the following special exception: :: # :: # LOXI Exception :: # :: # As a special exception to the terms of the EPL, you may distribute libraries :: # generated by LoxiGen (LoxiGen Libraries) under the terms of your choice, provided :: # that copyright and licensing notices generated by LoxiGen are not altered or removed :: # from the LoxiGen Libraries and the notice provided below is (i) included in :: # the LoxiGen Libraries, if distributed in source code form and (ii) included in any :: # documentation for the LoxiGen Libraries, if distributed in binary form. :: # :: # Notice: "Copyright 2013, Big Switch Networks, Inc. This library was generated by the LoxiGen Compiler." :: # :: # You may not use this file except in compliance with the EPL or LOXI Exception. You may obtain :: # a copy of the EPL at: :: # :: # http://www.eclipse.org/legal/epl-v10.html :: # :: # 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 :: # EPL for the specific language governing permissions and limitations :: # under the EPL. function read_scalar(reader, subtree, field_name, length) subtree:add(fields[field_name], reader.read(length)) end function read_uint8_t(reader, version, subtree, field_name) read_scalar(reader, subtree, field_name, 1) end function read_uint16_t(reader, version, subtree, field_name) read_scalar(reader, subtree, field_name, 2) end function read_uint32_t(reader, version, subtree, field_name) read_scalar(reader, subtree, field_name, 4) end function read_uint64_t(reader, version, subtree, field_name) read_scalar(reader, subtree, field_name, 8) end function read_of_bitmap_128_t(reader, version, subtree, field_name) read_scalar(reader, subtree, field_name, 16) end function read_of_bitmap_512_t(reader, version, subtree, field_name) read_scalar(reader, subtree, field_name, 64) end function read_of_checksum_128_t(reader, version, subtree, field_name) read_scalar(reader, subtree, field_name, 16) end function read_of_octets_t(reader, version, subtree, field_name) if not reader.is_empty() then subtree:add(fields[field_name], reader.read_all()) end end function read_list_of_hello_elem_t(reader, version, subtree, field_name) -- TODO end function read_of_match_t(reader, version, subtree, field_name) if version == 1 then dissect_of_match_v1_v1(reader, subtree:add("of_match")) elseif version == 2 then dissect_of_match_v2_v2(reader, subtree:add("of_match")) elseif version == 3 then dissect_of_match_v3_v3(reader, subtree:add("of_match")) elseif version == 4 then dissect_of_match_v3_v4(reader, subtree:add("of_match")) elseif version == 5 then dissect_of_match_v3_v5(reader, subtree:add("of_match")) elseif version == 6 then dissect_of_match_v3_v6(reader, subtree:add("of_match")) else error("Unsupported match version") end end function read_of_stat_t(reader, version, subtree, field_name) if version == 1 then error("Unsupported statistics version") elseif version == 2 then error("Unsupported statistics version") elseif version == 3 then error("Unsupported statistics version") elseif version == 4 then error("Unsupported statistics version") elseif version == 5 then error("Unsupported statistics version") elseif version == 6 then dissect_of_stat_v6_v6(reader, subtree:add("of_stat")) else error("Unsupported statistics version") end end function read_of_wc_bmap_t(reader, version, subtree, field_name) if version <= 2 then read_scalar(reader, subtree, field_name, 4) else read_scalar(reader, subtree, field_name, 8) end end function read_of_port_no_t(reader, version, subtree, field_name) if version == 1 then read_scalar(reader, subtree, field_name, 2) else read_scalar(reader, subtree, field_name, 4) end end function read_of_port_name_t(reader, version, subtree, field_name) read_scalar(reader, subtree, field_name, 16) end function read_of_mac_addr_t(reader, version, subtree, field_name) read_scalar(reader, subtree, field_name, 6) end function read_of_ipv4_t(reader, version, subtree, field_name) read_scalar(reader, subtree, field_name, 4) end function read_of_ipv6_t(reader, version, subtree, field_name) read_scalar(reader, subtree, field_name, 16) end function read_of_fm_cmd_t(reader, version, subtree, field_name) if version == 1 then read_scalar(reader, subtree, field_name, 2) else read_scalar(reader, subtree, field_name, 1) end end function read_of_desc_str_t(reader, version, subtree, field_name) read_scalar(reader, subtree, field_name, 256) end function read_of_serial_num_t(reader, version, subtree, field_name) read_scalar(reader, subtree, field_name, 32) end function read_of_table_name_t(reader, version, subtree, field_name) read_scalar(reader, subtree, field_name, 32) end function read_of_str64_t(reader, version, subtree, field_name) read_scalar(reader, subtree, field_name, 64) end function read_of_port_desc_t(reader, version, subtree, field_name) if reader.is_empty() then return end local child_subtree = subtree:add(fields[field_name], reader.peek_all(0)) local info = of_port_desc_dissectors[version](reader, child_subtree) child_subtree:set_text(info) end function read_of_oxm_t(reader, version, subtree, field_name) if reader.is_empty() then return end local child_subtree = subtree:add(fields[field_name], reader.peek_all(0)) local info = of_oxm_dissectors[version](reader, child_subtree) child_subtree:set_text(info) end function read_of_oxs_t(reader, version, subtree, field_name) if reader.is_empty() then return end local child_subtree = subtree:add(fields[field_name], reader.peek_all(0)) local info = of_oxs_dissectors[version](reader, child_subtree) child_subtree:set_text(info) end function read_list(reader, dissector, subtree, field_name) if not reader.is_empty() then local list_subtree = subtree:add(field_name .. " list", reader.peek_all(0)) while not reader.is_empty() do local atom_subtree = list_subtree:add(field_name, reader.peek_all(0)) local info = dissector(reader, atom_subtree) atom_subtree:set_text(info) end else return end end function read_ethernet(reader, version, subtree, field_name) if reader.is_empty() then return end local child_subtree = subtree:add(fields[field_name], reader.peek_all(0)) child_subtree:set_text("Ethernet packet") ethernet_dissector:call(reader.read_all():tvb(), current_pkt, child_subtree) end function read_of_bsn_vport_q_in_q_t(reader, version, subtree, field_name) if reader.is_empty() then return end local child_subtree = subtree:add(fields[field_name], reader.peek_all(0)) local info = of_bsn_vport_q_in_q_dissectors[version](reader, child_subtree) child_subtree:set_text(info) end function read_openflow(reader, version, subtree, field_name) if reader.is_empty() then return end local child_subtree = subtree:add(fields[field_name], reader.peek_all(0)) child_subtree:set_text("OpenFlow message") pcall(function () -- Message may be truncated, ignore errors dissecting p_of.dissector:call(reader.read_all():tvb(), current_pkt, child_subtree) end) end
-- player.lua local Modern = require 'modern' -- local AABB = Modern:extend() function AABB:new() -- using `Player` variables to create some more self.left = self.x self.top = self.y self.right = self.x + self.width self.bottom = self.y + self.height end -- ... -- Really cool, useful functions removed for brevity :p -- ... function AABB:draw() if self.debug then love.graphics.setColor(1, 0, 0, 1) love.graphics.rectangle('line', self.x, self.y, self.width, self.height) end end -- local Player = Modern:extend(AABB) function Player:new(x, y, src) local image = love.graphics.newImage(src) local w, h = image:getDimensions( ) self.x = x self.y = y self.image = image self.scale = 0.5 self.width = w * self.scale self.height = h * self.scale self.debug = false end function Player:draw() love.graphics.setColor(1, 1, 1, 1) love.graphics.draw(self.image, self.x, self.y, 0, self.scale) end return Player
donor_scroll = { use = function(player) local invItem = player:getInventoryItem(player.invSlot) local scrollName = invItem.name if not player:canAction(1, 1, 1) then return end if player.state == 1 then player:sendMinitext("How can you open this with no hands?") return end if player:hasLegend("donor_tierone") then player:sendMinitext("Thanks for your contribution, but you already have the legend mark!") player:removeItemSlot(player.invSlot, 1, 9) return end if player:hasLegend("donor_tiertwo") then player:sendMinitext("Thanks for your contribution, but you already have the legend mark!") player:removeItemSlot(player.invSlot, 1, 9) return end if player:hasLegend("donor_tierthree") then player:sendMinitext("Thanks for your contribution, but you already have the legend mark!") player:removeItemSlot(player.invSlot, 1, 9) return end if player:hasLegend("donor_tierfour") then player:sendMinitext("Thanks for your contribution, but you already have the legend mark!") player:removeItemSlot(player.invSlot, 1, 9) return end if player:hasLegend("donor_tierfive") then player:sendMinitext("Thanks for your contribution, but you already have the legend mark!") player:removeItemSlot(player.invSlot, 1, 9) return end if scrollName == "Donor Scroll 1" then player:sendAnimation(278) player:sendAnimation(251) player:playSound(739) player:playSound(123) broadcast( -1, "[RTK Team] A huge thank you to " .. player.name .. " for their donation!" ) player:addLegend( "Supporter of the Kingdoms (" .. curT() .. ")", "donor_tierone", 20, 9 ) player:removeItemSlot(player.invSlot, 1, 9) end if scrollName == "Donor Scroll 2" then player:sendAnimation(278) player:sendAnimation(251) player:playSound(739) player:playSound(123) broadcast( -1, "[RTK Team] A huge thank you to " .. player.name .. " for their great donation!" ) player:addLegend( "Patron of the Kingdoms (" .. curT() .. ")", "donor_tiertwo", 20, 9 ) player:removeItemSlot(player.invSlot, 1, 9) end if scrollName == "Donor Scroll 3" then player:sendAnimation(278) player:sendAnimation(251) player:playSound(739) player:playSound(123) broadcast( -1, "[RTK Team] A huge thank you to " .. player.name .. " for their amazing donation!" ) player:addLegend( "Benefactor of the Kingdoms (" .. curT() .. ")", "donor_tierthree", 20, 9 ) player:removeItemSlot(player.invSlot, 1, 9) end if scrollName == "Donor Scroll 4" then player:sendAnimation(278) player:sendAnimation(251) player:playSound(739) player:playSound(123) broadcast( -1, "[RTK Team] A huge thank you to " .. player.name .. " for their fantastic donation!" ) player:addLegend( "Curator of the Kingdoms (" .. curT() .. ")", "donor_tierfour", 20, 9 ) player:removeItemSlot(player.invSlot, 1, 9) end if scrollName == "Donor Scroll 5" then player:sendAnimation(278) player:sendAnimation(251) player:playSound(739) player:playSound(123) broadcast( -1, "[RTK Team] A huge thank you to " .. player.name .. " for their astounding donation!" ) player:addLegend( "Saviour of the Kingdoms (" .. curT() .. ")", "donor_tierfive", 20, 9 ) player:removeItemSlot(player.invSlot, 1, 9) end end } consumable = { cast = function(player) player:setAether("consumable", 1000) return end }
--- -- @author Alf21 -- @author saibotk -- @author Mineotopia -- @class ROLE ROLE.isAbstract = true ROLE.score = { -- The multiplier that is used to calculate the score penalty -- that is added if this role kills a team member. teamKillsMultiplier = 0, -- The multiplier that is used to calculate the gained score -- by killing someone from a different team. killsMultiplier = 0, -- The amount of score points gained by confirming a body. bodyFoundMuliplier = 1, -- The amount of score points gained by surviving a round, -- based on the amount of dead enemy players. Only applied when -- in winning team. surviveBonusMultiplier = 0, -- The amount of score point lost by surviving a round, based -- on the amount of surviving team players. Only applied when -- not in winning team. survivePenaltyMultiplier = 0, -- The amount of score points granted due to a survival of the -- round for every teammate alive. aliveTeammatesBonusMultiplier = 1, -- Multiplier for a score for every player alive at the end of -- the round. Can be negative for roles that should kill everyone. allSurviveBonusMultiplier = 0, -- The amount of score points gained by being alive if the -- round ended with nobody winning, usually a negative number. timelimitMultiplier = 0, -- the amount of points gained by killing yourself. Should be a -- negative number for most roles. suicideMultiplier = -1 } ROLE.conVarData = { -- The percentage of players that get this role. pct = 0.4, -- The maximum amount of players that get this role. maximum = 32, -- The minimum amount of players that have to be available fot this role to be selected. minPlayers = 1, -- The minimum amount of Karma needed for selection. minKarma = 0, -- Defines if the role has access to traitor buttons. traitorButton = 1, -- Sets the amount of credits the role is starting with. credits = 0, -- Defines if this role gains credits if a certain percentage of players -- from other teams is dead. creditsAwardDeadEnable = 0, -- Defines if this role is awarded with credits for the kill of a high profile. -- policing role, such as a detective. creditsAwardKillEnable = 0, -- Sets the shop for this role, by default roles have no shop set. shopFallback = SHOP_DISABLED, -- If this is enabled the 'avoid role selection' can be toggled for this role. togglable = true } -- This role variable makes the role unselectable if set to true. This might be -- useful for roles that are applied during a round and not in the initial role -- selection process. ROLE.notSelectable = false -- This variable can be used to add roles that can see the role of the -- player with the role defined in this file. While this table can be updated -- on runtime, it is strongly advised against. Use custom hook based -- syncing for specific syncing. ROLE.visibleForTeam = {} -- If set to true, this role doesn't know about their teammates. A normal innocent -- for example knows that they are in team innocent, but doesn't know who else is. -- If set to false, this player knows about the role of all their teamm ates. ROLE.unknownTeam = false -- This can be used to force prevent picking up credits from corpses. Keep in mind -- that this only applies to shopping roles, as roles without a shop are unable to -- pick up credits anyway. ROLE.preventFindCredits = false -- Normally a team can win if at least one role of the team is still alive, while no -- other role that is able to win is alive. If this convar is set to true, this role -- is unable to win by staying alive. A custom wincondition might be added. ROLE.preventWin = false -- If a player knows the role of their team mate, their role is shown overhead with -- an icon. However this can be disabled with this role variable. ROLE.avoidTeamIcons = false -- Disables the sync of this role to the owner of the role. This means the owner doesn't -- know about their own role. Should probably extended by custom role syncing. ROLE.disableSync = false -- Set this flag to true to make a role public known. This results in a -- detective-like behavior. ROLE.isPublicRole = false -- A policing role is a role that works like a detective. They can be called to -- a corpse and evil roles can be rewarded more points for them being killed. ROLE.isPolicingRole = false --- -- This function is called before initializing a @{ROLE}, but after all -- global variables like "ROLE_TRAITOR" have been initialized. -- Use this function to define role attributes, which is dependant on other -- global variables (eg. from other roles). -- This is mostly used to register the defaultTeam, shopFallback, etc... -- @hook -- @realm shared function ROLE:PreInitialize() end --- -- This function is called after all roles have been loaded with their -- ConVars, that are created for each role automatically, and their global -- variables. -- Please use this function to register your SubRole with the BaseRole, by -- calling @{roles.SetBaseRole} and initialize any other needed data -- (eg. @{LANG} function calls). -- @hook -- @realm shared function ROLE:Initialize() end --- -- Returns the starting credits of a @{ROLE} based on ConVar settings or default traitor settings -- @return[default=0] number -- @realm shared function ROLE:GetStartingCredits() local cv = GetConVar("ttt_" .. self.abbr .. "_credits_starting") return cv and cv:GetInt() or 0 end --- -- Returns whether a @{ROLE} is able to access the shop based on ConVar settings -- @return[default=false] boolean -- @realm shared function ROLE:IsShoppingRole() if self.subrole == ROLE_NONE then return false end local shopFallback = GetGlobalString("ttt_" .. self.abbr .. "_shop_fallback") return shopFallback ~= SHOP_DISABLED end --- -- Returns whether a @{ROLE} is a BaseRole -- @return boolean -- @realm shared function ROLE:IsBaseRole() return self.baserole == nil end --- -- Connects a SubRole with its BaseRole -- @param ROLE baserole the BaseRole -- @deprecated -- @realm shared function ROLE:SetBaseRole(baserole) print("[TTT2][DEPRECATION] ROLE:SetBaseRole will be removed in the near future! You should call roles.SetBaseRole(self, ROLENAME) in the ROLE:Initialize() function!") roles.SetBaseRole(self, baserole) end --- -- Returns the baserole of a specific @{ROLE} -- @return number subrole id of the BaseRole (@{ROLE}) -- @realm shared function ROLE:GetBaseRole() return self.baserole or self.index end --- -- Returns a list of subroles of this BaseRole (this subrole's BaseRole) -- @return table list of @{ROLE} -- @realm shared function ROLE:GetSubRoles() local br = self:GetBaseRole() local tmp = {} local rlsList = roles.GetList() for k = 1, #rlsList do local v = rlsList[k] if v.baserole and v.baserole == br or v.index == br then tmp[#tmp + 1] = v end end return tmp end --- -- Returns whether a @{ROLE} can use traitor buttons. -- @return boolean -- @realm shared function ROLE:CanUseTraitorButton() local cv = GetConVar("ttt_" .. self.name .. "_traitor_button") return cv and cv:GetBool() or false end
local Mesh3D=Core.class(Mesh,function() return true end) Mesh3D.MODE_TEXTURE=1 Mesh3D.MODE_LIGHTING=2 --ie normals Mesh3D.MODE_BUMP=4 Mesh3D.MODE_SHADOW=8 Mesh3D.MODE_ANIMATED=16 Mesh3D.MODE_INSTANCED=32 function Mesh3D:init() self.mode=0 end function Mesh3D:updateMode(set,clear) local nm=(self.mode|(set or 0))&~(clear or 0) if nm~=self.mode then self.mode=nm if (nm&Mesh3D.MODE_LIGHTING)>0 then local tc="" if (nm&Mesh3D.MODE_TEXTURE)>0 then tc=tc.."t" end if (nm&Mesh3D.MODE_SHADOW)>0 then tc=tc.."s" end if (nm&Mesh3D.MODE_BUMP)>0 then tc=tc.."n" end if (nm&Mesh3D.MODE_ANIMATED)>0 then tc=tc.."a" end if (nm&Mesh3D.MODE_INSTANCED)>0 then tc=tc.."i" end Lighting.setSpriteMode(self,tc) end end end function Mesh3D:setInstanceCount(n) self._im1,self._im2,self._im3,self._im4=self._im1 or {}, self._im2 or {},self._im3 or {},self._im4 or {} self._icount=n if n==0 then self:updateMode(0,Mesh3D.MODE_INSTANCED) else self:updateMode(Mesh3D.MODE_INSTANCED,0) end Mesh.setInstanceCount(self,n) end function Mesh3D:setInstanceMatrix(i,m) local mm={m:getMatrix()} local is=i*4-3 self._im1[is],self._im1[is+1],self._im1[is+2],self._im1[is+3]=mm[1],mm[2],mm[3],mm[4] self._im2[is],self._im2[is+1],self._im2[is+2],self._im2[is+3]=mm[5],mm[6],mm[7],mm[8] self._im3[is],self._im3[is+1],self._im3[is+2],self._im3[is+3]=mm[9],mm[10],mm[11],mm[12] self._im4[is],self._im4[is+1],self._im4[is+2],self._im4[is+3]=mm[13],mm[14],mm[15],mm[16] end function Mesh3D:updateInstances() local icc=self._icount*4 for i=1,icc do self._im1[i]=self._im1[i] or 0 self._im2[i]=self._im2[i] or 0 self._im3[i]=self._im3[i] or 0 self._im4[i]=self._im4[i] or 0 end self:setGenericArray(6,Shader.DFLOAT,4,self._icount,self._im1) self:setGenericArray(7,Shader.DFLOAT,4,self._icount,self._im2) self:setGenericArray(8,Shader.DFLOAT,4,self._icount,self._im3) self:setGenericArray(9,Shader.DFLOAT,4,self._icount,self._im4) end function Mesh3D:setLocalMatrix(m) self:setShaderConstant("InstanceMatrix",Shader.CMATRIX,1,m:getMatrix()) end --Unit Cube local Box=Core.class(Mesh3D) function Box:init(w,h,d) w=w or 1 h=h or 1 d=d or 1 if not Box.ia then Box.ia={ 1,2,3,1,3,4, 5,6,7,5,7,8, 9,10,11,9,11,12, 13,14,15,13,15,16, 17,18,19,17,19,20, 21,22,23,21,23,24} Box.na={ 0,0,-1,0,0,-1,0,0,-1,0,0,-1, 0,0,1,0,0,1,0,0,1,0,0,1, 0,-1,0,0,-1,0,0,-1,0,0,-1,0, 0,1,0,0,1,0,0,1,0,0,1,0, -1,0,0,-1,0,0,-1,0,0,-1,0,0, 1,0,0,1,0,0,1,0,0,1,0,0, } end self._va={ -w,-h,-d, w,-h,-d, w,h,-d, -w,h,-d, -w,-h,d, w,-h,d, w,h,d, -w,h,d, -w,-h,-d, w,-h,-d, w,-h,d, -w,-h,d, -w,h,-d, w,h,-d, w,h,d, -w,h,d, -w,-h,-d, -w,h,-d, -w,h,d, -w,-h,d, w,-h,-d, w,h,-d, w,h,d, w,-h,d, } self:setGenericArray(3,Shader.DFLOAT,3,24,Box.na) self:setVertexArray(self._va) self:setIndexArray(Box.ia) self._va=Box.va self._ia=Box.ia end function Box:mapTexture(texture,sw,sh) self:setTexture(texture) if texture then local tw,th=texture:getWidth()*(sw or 1),texture:getHeight()*(sh or 1) self:setTextureCoordinateArray{ 0,0,tw,0,tw,th,0,th, 0,0,tw,0,tw,th,0,th, 0,0,tw,0,tw,th,0,th, 0,0,tw,0,tw,th,0,th, 0,0,tw,0,tw,th,0,th, 0,0,tw,0,tw,th,0,th, } self:updateMode(Mesh3D.MODE_TEXTURE,0) else self:updateMode(0,Mesh3D.MODE_TEXTURE) end end function Box:getCollisionShape() if not self._r3dshape then self._r3dshape=r3d.BoxShape.new(1,1,1) end return self._r3dshape end --Unit Sphere local Sphere=Core.class(Mesh3D) function Sphere:init(steps) local va,ia={},{} local rs=(2*3.141592654)/steps local i,ni=4,1 --Vertices va[1]=0 va[2]=1 va[3]=0 for iy=1,(steps//2)-1 do local y=math.cos(iy*rs) local r=math.sin(iy*rs) for ix=0,steps do local x=r*math.cos(ix*rs) local z=r*math.sin(ix*rs) va[i]=x i+=1 va[i]=y i+=1 va[i]=z i+=1 end end va[i]=0 va[i+1]=-1 va[i+2]=0 local lvi=i//3+1 --Indices --a) top and bottom fans for i=1,steps do ia[ni]=1 ni+=1 ia[ni]=i+1 ni+=1 ia[ni]=i+2 ni+=1 ia[ni]=lvi ni+=1 ia[ni]=lvi-i ni+=1 ia[ni]=lvi-i-1 ni+=1 end --b) quads for iy=1,(steps//2)-2 do local b=1+(steps+1)*(iy-1) for ix=1,steps do ia[ni]=b+ix ni+=1 ia[ni]=b+ix+1 ni+=1 ia[ni]=b+ix+steps+1 ni+=1 ia[ni]=b+ix+steps+1 ni+=1 ia[ni]=b+ix+1 ni+=1 ia[ni]=b+ix+steps+2 ni+=1 end end self:setGenericArray(3,Shader.DFLOAT,3,lvi,va) self:setVertexArray(va) self:setIndexArray(ia) self._steps=steps self._va=va self._ia=ia end function Sphere:mapTexture(texture) self:setTexture(texture) if texture then local tw,th=texture:getWidth(),texture:getHeight() local va={} local i=3 --TexCoords va[1]=tw/2 va[2]=0 for iy=1,(self._steps//2)-1 do local y=th*(1-iy*2/self._steps) for ix=0,self._steps do local x=tw*(ix/self._steps) va[i]=x i+=1 va[i]=y i+=1 end end va[i]=tw/2 va[i+1]=th self:setTextureCoordinateArray(va) self:updateMode(Mesh3D.MODE_TEXTURE,0) else self:updateMode(0,Mesh3D.MODE_TEXTURE) end end function Sphere:getCollisionShape() if not self._r3dshape then self._r3dshape=r3d.SphereShape.new(1) end return self._r3dshape end --Unit Cylinder along Y axis local Cylinder=Core.class(Mesh3D) function Cylinder:init(steps) local va,ia,na={},{},{} local rs=(2*3.141592654)/steps local i,ni=7,1 --Vertices/Normals va[1]=0 va[2]=1 va[3]=0 va[4]=0 va[5]=-1 va[6]=0 na[1]=0 na[2]=1 na[3]=0 na[4]=0 na[5]=-1 na[6]=0 for ix=0,steps do local x=math.cos(ix*rs) local z=-math.sin(ix*rs) va[i]=x na[i]=0 i+=1 va[i]=1 na[i]=1 i+=1 va[i]=z na[i]=0 i+=1 va[i]=x na[i]=x i+=1 va[i]=1 na[i]=0 i+=1 va[i]=z na[i]=z i+=1 va[i]=x na[i]=x i+=1 va[i]=-1 na[i]=0 i+=1 va[i]=z na[i]=z i+=1 va[i]=x na[i]=0 i+=1 va[i]=-1 na[i]=-1 i+=1 va[i]=z na[i]=0 i+=1 end --Indices for i=3,steps*4-1,4 do --For rendering, take care of normals ia[ni]=1 ni+=1 ia[ni]=i ni+=1 ia[ni]=i+4 ni+=1 ia[ni]=2 ni+=1 ia[ni]=i+3 ni+=1 ia[ni]=i+7 ni+=1 ia[ni]=i+1 ni+=1 ia[ni]=i+2 ni+=1 ia[ni]=i+5 ni+=1 ia[ni]=i+2 ni+=1 ia[ni]=i+6 ni+=1 ia[ni]=i+5 ni+=1 end self:setGenericArray(3,Shader.DFLOAT,3,#na//3,na) self:setVertexArray(va) self:setIndexArray(ia) self._steps=steps self._va=va self._ia=ia end function Cylinder:mapTexture(texture) self:setTexture(texture) if texture then local tw,th=texture:getWidth(),texture:getHeight() local va={} local i=5 --TexCoords local twh,thh=tw/2,th/2 va[1]=twh va[2]=0 va[3]=twh va[4]=th for xi=0,self._steps do local x=tw*(xi/self._steps) va[i]=x i+=1 va[i]=0 i+=1 va[i]=x i+=1 va[i]=0 i+=1 va[i]=x i+=1 va[i]=th i+=1 va[i]=x i+=1 va[i]=th i+=1 end self:setTextureCoordinateArray(va) self:updateMode(Mesh3D.MODE_TEXTURE,0) else self:updateMode(0,Mesh3D.MODE_TEXTURE) end end function Cylinder:getCollisionShape() if not self._r3dshape then --For collision, ensure closed/CCW shape local steps=self._steps local ca,fa={},{} local nc,nf=1,1 for i=3,steps*4-1,4 do ca[nc]=i+1 nc+=1 end fa[nf]=steps nf+=1 for i=3,steps*4-1,4 do ca[nc]=i+1 nc+=1 ca[nc]=i+2 nc+=1 ca[nc]=i+6 nc+=1 ca[nc]=i+5 nc+=1 fa[nf]=4 nf+=1 end ca[nc-2]=5 ca[nc-1]=4 for i=steps*4-1,3,-4 do ca[nc]=i+2 nc+=1 end fa[nf]=steps nf+=1 self._r3dshape=r3d.ConvexMeshShape.new(self._va,ca,fa) end return self._r3dshape end local Group3D=Core.class(Sprite) function Group3D:updateMode(set,clear) for _,v in pairs(self.objs) do v:updateMode(set,clear) end end D3=D3 or {} D3.Group=Group3D D3.Mesh=Mesh3D D3.Cube=Box D3.Sphere=Sphere D3.Cylinder=Cylinder D3.checkCCW=function(v,i,f) local fi=1 for fn=1,#f do local s="" for l=fi,fi+f[fn]-1 do local ii=i[l]*3-2 local ax,ay,az=v[ii],v[ii+1],v[ii+2] s=s..string.format("%d:[%f,%f,%f] ",i[l],ax,ay,az) end fi+=f[fn] print(fn,f[fn],s) end end
local initiative = Initiative:by_id(param.get("initiative_id")) local member = app.session.member if member then initiative:load_everything_for_member_id(member.id) initiative.issue:load_everything_for_member_id(member.id) end local initiator = Initiator:by_pk(initiative.id, app.session.member.id) if not initiator or initiator.accepted ~= true then error("access denied") end execute.view { module = "issue", view = "_head", params = { issue = initiative.issue, member = app.session.member } } execute.view{ module = "issue", view = "_sidebar_state", params = { initiative = initiative } } execute.view { module = "issue", view = "_sidebar_issue", params = { issue = initiative.issue, highlight_initiative_id = initiative.id } } execute.view { module = "issue", view = "_sidebar_whatcanido", params = { initiative = initiative } } execute.view { module = "issue", view = "_sidebar_members", params = { issue = initiative.issue, initiative = initiative } } ui.form{ attr = { class = "vertical section" }, module = "initiative", action = "remove_initiator", params = { initiative_id = initiative.id, }, routing = { ok = { mode = "redirect", module = "initiative", view = "show", id = initiative.id, params = { tab = "initiators", } } }, content = function() ui.sectionHead( function() ui.link{ module = "initiative", view = "show", id = initiative.id, content = function () ui.heading { level = 1, content = initiative.display_name } end } ui.heading { level = 2, content = _"Remove an initiator from initiative" } end ) ui.sectionRow( function() local records = initiative:get_reference_selector("initiating_members"):add_where("accepted OR accepted ISNULL"):exec() ui.heading{ level = 2, content = _"Choose an initiator to remove" } ui.field.select{ name = "member_id", foreign_records = records, foreign_id = "id", foreign_name = "name", } slot.put("<br />") ui.tag{ tag = "input", attr = { type = "submit", class = "btn btn-dangerous", value = _"Remove initiator" }, content = "" } slot.put("<br />") slot.put("<br />") ui.link{ content = _"Cancel", module = "initiative", view = "show", id = initiative.id, params = { tab = "initiators" } } end ) end }
/* if !SERVER then return false; end local PLUGIN = {} PLUGIN.Name = "Ban Words" PLUGIN.Author = "RedMist" PLUGIN.Date = "15th March 2011" PLUGIN.Filename = PLUGIN_FILENAME PLUGIN.ClientSide = false PLUGIN.ServerSide = true PLUGIN.APIVersion = 2 PLUGIN.Gamemodes = {} --PLUGIN.BannedWords = {}; PLUGIN.BannedWords = {"nigger", "white power", "nigga", "fag", "queer", "kike", "whitepower", "whitpower", "nigg3r", "niggar", "niglet", "niger", "n1gger", "n1gg3r", "nlgger", "nlgg3r", "reggin", "pineapple", "cuntskikbut", "cuntskickbut", "n!gger", "n!gg3r", "pine@pple", "p1ne@pple", "pinapple", "pin@apple", "p1n@pple", "p1ne@ppl", "p1neappl", "k1k3", "kik3", "k1ke"}; function PLUGIN.MonitorChat ( Player, Text, Bool ) for k, v in pairs(PLUGIN.BannedWords) do if string.find(string.lower(Text), string.lower(v)) then if Player:GetLevel() < 4 then Player:PrintMessage(HUD_PRINTTALK, "As an Admin, you are immune from the auto-kicker, but please watch your language as to avoid aggrivating other players."); elseif Player:GetLevel() == 99 then Player:PrintMessage(HUD_PRINTTALK, "As a Gold Member, you are immune from the auto-kicker, but please watch your language as to avoid aggrivating other players."); elseif Player:GetLevel() == 100 then Player:PrintMessage(HUD_PRINTTALK, "As a VIP member, you are immune from the auto-kicker, but please watch your language as to avoid aggrivating other players."); else Player:Kick("'" .. v .. "' is an auto-kick word."); for l, j in pairs(player.GetAll()) do j:PrintMessage(HUD_PRINTTALK, Player:Nick() .. " was kicked for saying '" .. v .. "', which is an auto-kick word."); end SendLog("Auto Kicker", "AUTO_WORD_KICK", Player:Nick(), v) return ""; end end end PLUGIN.PlayerLastChats[Player] = CurTime() end hook.Add("PlayerSay", "PLUGIN.MonitorChat", PLUGIN.MonitorChat); */
require "ratchet" function ctx1() local socket_a, socket_b = ratchet.socket.new_pair() ratchet.thread.attach(ctx2, socket_b) socket_a:send("hello") local data = socket_a:recv(5) assert(data == "world") local data = socket_a:recv() assert(data == "foo") socket_a:send("bar") end function ctx2(socket_b) local data = socket_b:recv(5) assert(data == "hello") socket_b:send("world") socket_b:send("foo") local data = socket_b:recv() assert(data == "bar") end kernel = ratchet.new(function () ratchet.thread.attach(ctx1) end) kernel:loop() -- vim:foldmethod=marker:sw=4:ts=4:sts=4:et:
--- Item -- @classmod Item local Item = {} setmetatable(Item, {__index = require("stdlib/data/core")}) local item_types = { "item", "ammo", "armor", "gun", "capsule", "repair-tool", "mining-tool", "item-with-entity-data", "rail-planner", "tool", "blueprint", "deconstruction-item", "blueprint-book", "selection-tool", "item-with-tags", "item-with-label", "item-with-inventory", "module" } function Item:get(item, itype, opts) local object = self.get_object(item) if not object then for _, type_name in pairs(itype and {itype} or item_types) do object = self.get_object(item, type_name) if object then break end end end if object then return setmetatable(object, Item._mt):extend(object.update_data):save_options(opts) end local msg = "Item: " .. (itype and (itype .. "/") or "") .. tostring(item) .. " does not exist." self.log(msg) return self end Item:set_caller(Item.get) Item._mt = { type = "item", __index = Item, __call = Item.get, __tostring = Item.tostring } return Item
object_building_kashyyyk_poi_kash_rryatt_lvl4_tree_root_a4 = object_building_kashyyyk_shared_poi_kash_rryatt_lvl4_tree_root_a4:new { } ObjectTemplates:addTemplate(object_building_kashyyyk_poi_kash_rryatt_lvl4_tree_root_a4, "object/building/kashyyyk/poi_kash_rryatt_lvl4_tree_root_a4.iff")
----------------------------------------- -- Spell: Sleepga ----------------------------------------- require("scripts/globals/magic") require("scripts/globals/msg") require("scripts/globals/status") ----------------------------------------- function onMagicCastingCheck(caster, target, spell) return 0 end function onSpellCast(caster, target, spell) local dINT = caster:getStat(tpz.mod.INT) - target:getStat(tpz.mod.INT) local duration = calculateDuration(60, spell:getSkillType(), spell:getSpellGroup(), caster, target) local params = {} params.diff = dINT params.skillType = tpz.skill.ENFEEBLING_MAGIC params.bonus = 0 params.effect = tpz.effect.SLEEP_I local resist = applyResistanceEffect(caster, target, spell, params) if (caster:isMob()) then if (caster:getPool() == 5310) then -- Amnaf (Flayer) caster:resetEnmity(target) end -- Todo: get rid of this whole block by handling it in the mob script -- this requires a multi target enmity without specifying a target (have to get hate list from mob) -- OR by altering onSpellPrecast to have a target param.. -- onMonsterMagicPrepare is not a realistic option. -- You'd have to script the use of every individual spell in Amnaf's list.. end if resist >= 0.5 then if target:addStatusEffect(params.effect, 1, 0, duration * resist) then spell:setMsg(tpz.msg.basic.MAGIC_ENFEEB_IS) else spell:setMsg(tpz.msg.basic.MAGIC_NO_EFFECT) -- No effect end else spell:setMsg(tpz.msg.basic.MAGIC_RESIST) end return params.effect end
local Tunnel = module("vrp", "lib/Tunnel") local Proxy = module("vrp", "lib/Proxy") local cfg = module("vrp_id_display", "cfg/blips") vRPidd = {} IDDclient = Tunnel.getInterface("vrp_id_display","vrp_id_display") vRPclient = Tunnel.getInterface("vRP","vrp_id_display") Tunnel.bindInterface("vrp_id_display",vRPidd) Proxy.addInterface("vrp_id_display",vRPidd) vRP = Proxy.getInterface("vRP") AddEventHandler("vRP:playerLeave",function(user_id, source) local users = vRP.getUsers({}) for k,v in pairs(users) do IDDclient.removeUser(v,{user_id}) IDDclient.removeBlip(v,{user_id}) end end) AddEventHandler("vRP:playerSpawn", function(user_id, source, first_spawn) local users = vRP.getUsers({}) local job = vRP.getUserGroupByType({user_id,"job"}) local team = vRPidd.getUserTeamByGroup(user_id,job) for k,v in pairs(users) do IDDclient.insertUser(source,{k,v}) IDDclient.insertUser(v,{user_id,source}) local ujob = vRP.getUserGroupByType({k,"job"}) local uteam = vRPidd.getUserTeamByGroup(k,ujob) IDDclient.insertBlip(source,{k,v,ujob,uteam}) IDDclient.insertBlip(v,{user_id,source,job,team}) end end) AddEventHandler("vRP:playerJoinGroup", function(user_id, group, gtype) if gtype == "job" then local player = vRP.getUserSource({user_id}) local users = vRP.getUsers({}) local job = vRP.getUserGroupByType({user_id,"job"}) local team = vRPidd.getUserTeamByGroup(user_id,job) for k,v in pairs(users) do local ujob = vRP.getUserGroupByType({k,"job"}) local uteam = vRPidd.getUserTeamByGroup(k,ujob) IDDclient.insertBlip(player,{k,v,ujob,uteam}) IDDclient.insertBlip(v,{user_id,player,job,team}) end end end) AddEventHandler("vRP:playerLeaveGroup", function(user_id, group, gtype) if gtype == "job" then local users = vRP.getUsers({}) for k,v in pairs(users) do IDDclient.removeBlip(v,{user_id}) end end end) function vRPidd.getUserTeamByGroup(user_id,group) for k,v in pairs(cfg.teams) do for l,w in pairs(v) do if group == w then return k end end end return nil end
local Initial = PlayState:addState('Initial') function DrawBestScore(self) Color.WHITE:use() love.graphics.setFont(self.best_font) love.graphics.printf(string.format("BEST: %.1f", self.bestscore), love.graphics.getWidth()/2 - love.graphics.getWidth()/2, (love.graphics.getHeight()/2 - self.scale*PlayArea.SIZE/2)/2, love.graphics.getWidth(), "center") end function Initial:enteredState() if PLAY_RECORDING then Timer.after(1, function() self:startGame() end) end end function Initial:overlay() PlayState.overlay(self) Color.WHITE:use() love.graphics.setFont(self.instruction_font) local prompt = "TOUCH AND DRAG" if not MOBILE then prompt = "CLICK AND DRAG" end love.graphics.printf(prompt, love.graphics.getWidth()/2 - 0.5*PlayArea.SIZE*self.scale, love.graphics.getHeight()/2 + 25*self.scale, PlayArea.SIZE*self.scale, "center") love.graphics.circle('fill', love.graphics.getWidth()/2, love.graphics.getHeight()/2 + self.scale*65, self.scale*10*(1 + 0.2*(math.sin(self.time))^2), 32) if self.bestscore ~= nil then DrawBestScore(self) end end function Initial:update(dt) GameState.update(self, dt) self:updateButtons(dt) end function Initial:touchpressed(id, x, y, dx, dy, pressure) PlayState.touchpressed(self, id, x, y, dx, dy, pressure) if self.ignore_touch[id] then return end self:startGame() end function Initial:touchmoved(id, x, y, dx, dy, pressure) -- Ignore touch moves in Initial phase. end function Initial:keypressed(key, scancode, isrepeat) PlayState.keypressed(self, key, scancode, isrepeat) if key == "space" then self:startGame() end end
sni.stage = "data-final-fixes" --------------------------------------------------------------------------- if (not SNI.defaultPacks) or (#SNI.defaultPacks == 0) then SNI.addDefaultPacks({{"automation-science-pack", 1}}) end SNI.sendInvites() --SNI.chechIntegrityInfiniteScience()
return { tag = 'graphicsState', summary = 'Set the background color.', description = [[ Sets the background color used to clear the screen. Color components are from 0.0 to 1.0. ]], arguments = { r = { type = 'number', description = 'The red component of the background color.' }, g = { type = 'number', description = 'The green component of the background color.' }, b = { type = 'number', description = 'The blue component of the background color.' }, a = { type = 'number', default = '1.0', description = 'The alpha component of the background color.' }, hex = { type = 'number', description = 'A hexcode like `0xffffff` to use for the background (does not support alpha).' }, color = { type = 'table', description = 'A table containing 3 or 4 color components.' } }, returns = {}, variants = { { arguments = { 'r', 'g', 'b', 'a' }, returns = {} }, { arguments = { 'hex' }, returns = {} }, { arguments = { 'color' }, returns = {} } }, notes = 'The default background color is `(0.0, 0.0, 0.0, 1.0)`.' }
function test_talk_seq_1() local t = require "test.luaunit" local o = require "talks.o" local items = {"1","2","3"} local co = coroutine.wrap(o.SEQ(items)) local args = { data= {}, req = {}, } t.assertEquals(co(args), "1") t.assertEquals(co(args), "2") t.assertEquals(co(args), "3") t.assertEquals(co(args), nil) end function test_talk_inf() local t = require "test.luaunit" local o = require "talks.o" local items = {"1","2","3"} local co = coroutine.wrap(o.INFINITY(items)) local args = { data= {}, req = {}, } t.assertEquals(co(args), "1") t.assertEquals(co(args), "2") t.assertEquals(co(args), "3") t.assertEquals(co(args), "1") end function test_talk_seq_fn() local t = require "test.luaunit" local o = require "talks.o" local function func(args) return "1" end local items = o.ONE(func) local co = coroutine.wrap(o.SEQ(items)) local args = { data= {}, req = {}, } t.assertEquals(co(args), "1") t.assertEquals(co(args), nil) end function test_talk_seq_str() local t = require "test.luaunit" local o = require "talks.o" local items = "1" local co = coroutine.wrap(o.SEQ(items)) local args = { data= {}, req = {}, } t.assertEquals(co(args), "1") t.assertEquals(co(args), nil) end function test_talk_rand_1() local t = require "test.luaunit" local o = require "talks.o" local items = {"1","1"} local co = coroutine.wrap(o.RAND(items)) local args = { data= {}, req = {}, } t.assertEquals(co(args), "1") t.assertEquals(co(args), "1") t.assertEquals(co(args), nil) end function test_talk_rand_2() local t = require "test.luaunit" local o = require "talks.o" local items = {"1","2"} local co = coroutine.wrap(o.RAND(items)) local args = { data= {}, req = {}, } local a = co(args) local b = co(args) local c = co(args) t.assertNotEquals(a, b) t.assertEquals(c, nil) end function test_talk_seq_rev() local t = require "test.luaunit" local o = require "talks.o" local function co_task(args) coroutine.yield("2") coroutine.yield("3") end local function one_task(args) return "4" end local subs = {"5","6"} local items = { "1", co_task, o.ONE(one_task), subs } local co = coroutine.wrap(o.SEQ(items)) local args = { data= {}, req = {}, } t.assertEquals(co(args), "1") t.assertEquals(co(args), "2") t.assertEquals(co(args), "3") t.assertEquals(co(args), "4") t.assertEquals(co(args), "5") t.assertEquals(co(args), "6") t.assertEquals(co(args), nil) end
---@meta ---@class ccs.RotationFrame :ccs.Frame local RotationFrame={ } ccs.RotationFrame=RotationFrame ---* ---@param rotation float ---@return self function RotationFrame:setRotation (rotation) end ---* ---@return float function RotationFrame:getRotation () end ---* ---@return self function RotationFrame:create () end ---* ---@return ccs.Frame function RotationFrame:clone () end ---* ---@return self function RotationFrame:RotationFrame () end
local http = require("socket.http") local url = require("socket.url") local mime = require("mime") local ltn12 = require("ltn12") local headers = { Accept = "application/x-turtle", --Accept = "application/json", --["Content-Type"] = "application/json", Authorization = "Basic " .. (mime.b64("admin:admin")) -- SD-Connection-String: reasoning=QL } local output = {} local x = http.request{headers = headers, method = "GET", url = "http://localhost:5820/banshee-sympatico/query?query=" .. url.escape("CONSTRUCT { bsbase:KenWilber ?p ?o } WHERE { bsbase:KenWilber ?p ?o }"), --url = "http://localhost:5820/admin/databases/banshee-sympatico/options", --source = ltn12.source.string('{"database.name":false}'), --sink = ltn12.sink.file(io.open("temp-out.ttl", "w")) sink = ltn12.sink.table(output) } x = table.concat(output) print(x) require('pl.pretty').dump(x)
-- preplists.lua module(..., package.seeall) local utils = require "lua.utils" local iputils = require "lua.iputils" local rangesbtree = require "lua.rangesbtree" local cjson = require "cjson" local json_safe = require "cjson.safe" local dict = utils.dict local defaultdict = utils.defaultdict local slice = utils.slice local parse_cidr = iputils.parse_cidr local build_ranges_lists = rangesbtree.build_ranges_lists function gen_masterdict(lst) return { -- copy essentials as is. [ "id" ] = lst["id"], [ "name" ] = lst["name"], [ "entries_relation" ] = lst["entries_relation"], [ "tags" ] = lst["tags"], [ "singles" ] = defaultdict(dict), [ "negate_singles" ] = defaultdict(dict), [ "pairs" ] = defaultdict(dict), [ "negate_pairs" ] = defaultdict(dict), [ "iprange" ] = {}, [ "negate_iprange" ] = {} } end function categorize_singles(key) local mastercategory = "singles" if key:startswith("!") then mastercategory = "negate_singles" end return mastercategory, key end function categorize_pairs(pairv) local mastercategory = "pairs" if pairv:startswith("!") then mastercategory = "negate_pairs" pairv = pairv:sub(2) end return mastercategory, pairv end function get_annotation(data) if #data > 1 then return data[2] else return nil end end function gen_list_entries(lst, handle) local masterdict = gen_masterdict(lst) for _, entry in ipairs(lst["entries"]) do category, data = entry[1], slice(entry, 2) -- pairs if category:within("args cookies headers") then local pairk, pairv, pairannotation = data[1][1], data[1][2], get_annotation(data) local mastercategory, pairv = categorize_pairs(pairv) masterdict[mastercategory][category][pairk] = { pairv, pairannotation } -- singles else if category:within("path query uri asn country method") then -- negate vs standard local mastercategory, key = categorize_singles(data[1]) -- store masterdict[mastercategory][category][key] = get_annotation(data) else if category == "ip" then local address = data[1] -- single address if not ("/"):within(address) or address:endswith("/32") then address = address:replace("/32", "") mastercategory, key = categorize_singles(address) -- store masterdict[mastercategory][category][key] = get_annotation(data) -- range else local cidr, mastercategory = data[1], "iprange" if cidr:startswith("!") then mastercategory = "negate_iprange" cidr = cidr:sub(2) end local start_addr, end_addr = parse_cidr(cidr) -- [[start,end], annotation] if start_addr == nil then handle:logDebug(string.format("CIDR %s could not be parsed", cidr)) else elem = { {start_addr, end_addr}, get_annotation(data) } table.insert(masterdict[mastercategory], elem) end end end end end end if #masterdict['iprange'] > 0 then masterdict['iprange'] = build_ranges_lists(masterdict['iprange']) end return masterdict end
--[[ Variables ]] MenuTypes, MenuEntries, MenuItems = {"general", "peds", "vehicles", "objects", "news", "k9", "judge", "realestate"}, {}, {} local closedFromAction = false for _, menuType in ipairs(MenuTypes) do MenuEntries[menuType] = {} end -- Menu state local showMenu = false -- Keybind Lookup table local keybindControls = { ["ESC"] = 322, ["F1"] = 288, ["F2"] = 289, ["F3"] = 170, ["F5"] = 166, ["F6"] = 167, ["F7"] = 168, ["F8"] = 169, ["F9"] = 56, ["F10"] = 57, ["~"] = 243, ["1"] = 157, ["2"] = 158, ["3"] = 160, ["4"] = 164, ["5"] = 165, ["6"] = 159, ["7"] = 161, ["8"] = 162, ["9"] = 163, ["-"] = 84, ["="] = 83, ["BACKSPACE"] = 177, ["TAB"] = 37, ["Q"] = 44, ["W"] = 32, ["E"] = 38, ["R"] = 45, ["T"] = 245, ["Y"] = 246, ["U"] = 303, ["P"] = 199, ["["] = 39, ["]"] = 40, ["ENTER"] = 18, ["CAPS"] = 137, ["A"] = 34, ["S"] = 8, ["D"] = 9, ["F"] = 23, ["G"] = 47, ["H"] = 74, ["K"] = 311, ["L"] = 182, ["LEFTSHIFT"] = 21, ["Z"] = 20, ["X"] = 73, ["C"] = 26, ["V"] = 0, ["B"] = 29, ["N"] = 249, ["M"] = 244, [","] = 82, ["."] = 81, ["LEFTCTRL"] = 36, ["LEFTALT"] = 19, ["SPACE"] = 22, ["RIGHTCTRL"] = 70, ["HOME"] = 213, ["PAGEUP"] = 10, ["PAGEDOWN"] = 11, ["DELETE"] = 178, ["LEFT"] = 174, ["RIGHT"] = 175, ["TOP"] = 27, ["DOWN"] = 173, ["NENTER"] = 201, ["N4"] = 108, ["N5"] = 60, ["N6"] = 107, ["N+"] = 96, ["N-"] = 97, ["N7"] = 117, ["N8"] = 61, ["N9"] = 118 } local MAX_MENU_ITEMS = 7 --[[ Functions ]] function CloseMenu(withNoFocus) showMenu = false if not withNoFocus then SetNuiFocus(false, false) end SendNUIMessage({ state = "destroy" }) end function IsMenuWanted(pMenu, pEntity) return pMenu == "general" or (pMenu == "peds" and pEntity == 1) or (pMenu == "vehicles" and pEntity == 2) or (pMenu == "objects" and pEntity == 3) or (pMenu =="news" and CurrentJob == "news") or (pMenu == "k9" and exports["caue-jobs"]:getJob(false, "is_police")) or (pMenu == "judge" and CurrentJob == "judge") or (pMenu == "realestate" and CurrentJob == "real_estate") end function GetSubMenuEntries(pItems, pEntity, pContext) local items = {} local previous, current = items, {} for index, item in ipairs(pItems) do local entry = MenuItems[item] if entry and (not entry["isEnabled"] or entry["isEnabled"](pEntity, pContext)) then local subMenu = MenuItems[item]["data"] current[#current+1] = subMenu if index % MAX_MENU_ITEMS == 0 and index < (#pItems - 1) then previous[MAX_MENU_ITEMS + 1] = { id = "_more", title = "More", icon = "#more", items = current } previous = current current = {} end end end if #current > 0 then previous[MAX_MENU_ITEMS + 1] = { id = "_more", title = "More", icon = "#more", items = current } end if items[MAX_MENU_ITEMS + 1] then items = items[MAX_MENU_ITEMS + 1].items end return items end function GetMenuEntries(pEntity, pContext) local menus = {} for _, menuType in ipairs(MenuTypes) do if IsMenuWanted(menuType, pContext.type) then for _, entry in ipairs(MenuEntries[menuType]) do if entry.isEnabled(pEntity, pContext) then local menu = entry.data if entry.subMenus ~= nil and #entry.subMenus > 0 then menu.items = GetSubMenuEntries(entry.subMenus, pEntity, pContext) end menus[#menus+1] = menu end end end end return menus end --[[ Events ]] RegisterNetEvent("menu:menuexit") AddEventHandler("menu:menuexit", function() CloseMenu() end) --[[ NUI ]] -- Callback function for closing menu RegisterNUICallback("closemenu", function(data, cb) -- Clear focus and destroy UI CloseMenu(data.withNoFocus) -- Play sound PlaySoundFrontend(-1, "NAV", "HUD_AMMO_SHOP_SOUNDSET", 1) -- Send ACK to callback function cb("ok") end) -- Callback function for when a slice is clicked, execute command RegisterNUICallback("triggerAction", function(data, cb) -- Clear focus and destroy UI closedFromAction = true CloseMenu() -- Play sound PlaySoundFrontend(-1, "NAV", "HUD_AMMO_SHOP_SOUNDSET", 1) -- Run command if (data.action) then if data.parameters == nil then data.parameters = {} end TriggerEvent(data.action, data.parameters, data.entity or 0, data.context or {}) end -- Send ACK to callback function cb("ok") end) --[[ Threads ]] Citizen.CreateThread(function() local keyBind = "F1" while true do Citizen.Wait(0) if IsControlPressed(1, keybindControls[keyBind]) and GetLastInputMethod(2) and showMenu then showMenu = false SetNuiFocus(false, false) end if IsControlPressed(1, keybindControls[keyBind]) and GetLastInputMethod(2) then if (not exports["caue-base"]:getVar("handcuffed") and (GetGameTimer() - exports["caue-base"]:getVar("recentcuff") > 15000)) or ((exports["caue-jobs"]:getJob(false, "is_police") or exports["caue-jobs"]:getJob(false, "is_medic")) and exports["caue-base"]:getVar("dead")) then showMenu = true PlayerCoords = GetEntityCoords(PlayerPedId()) local entity = exports["caue-target"]:GetCurrentEntity() local context = GetEntityContext(entity) local entries = GetMenuEntries(entity, context) SendNUIMessage({ state = "show", resourceName = GetCurrentResourceName(), data = entries, entity = entity, context = context, menuKeyBind = keyBind }) SetCursorLocation(0.5, 0.5) SetNuiFocus(true, true) -- Play sound PlaySoundFrontend(-1, "NAV", "HUD_AMMO_SHOP_SOUNDSET", 1) end while showMenu == true do Citizen.Wait(100) end Citizen.Wait(100) while IsControlPressed(1, keybindControls[keyBind]) and GetLastInputMethod(2) do Citizen.Wait(100) end end end end)
ITEM.name = "Bag" ITEM.description = "A bag to increase your carry capacity." ITEM.model = "models/props_c17/suitcase001a.mdl" ITEM.category = "Storage" ITEM.width = 2 ITEM.height = 2 ITEM.price = 0 ITEM.isNewBag = true ITEM.outfitCategory = "backpack" ITEM.pacData = {} ITEM.equipIcon = ix.util.GetMaterial("materials/vgui/ui/stalker/misc/equip.png") ITEM.weight = 1 ITEM.carryinc = 10 function ITEM:GetDescription() local quant = self:GetData("quantity", self.ammoAmount or self.quantity or 0) local quantdesc = "" local invdesc = "" if self.longdesc then invdesc = "\n\n"..(self.longdesc) end if self.quantdesc then quantdesc = "\n\n"..Format(self.quantdesc, quant) end if (self.entity) then return (self.description) else return (self.description..quantdesc..invdesc) end end if (CLIENT) then function ITEM:PaintOver(item, width, height) if (item:GetData("equip")) then surface.SetDrawColor(110, 255, 110, 255) --surface.DrawRect(w - 14, h - 14, 8, 8) else surface.SetDrawColor(255, 110, 110, 255) end surface.SetMaterial(item.equipIcon) surface.DrawTexturedRect(width-23,height-23,19,19) end end function ITEM:PopulateTooltip(tooltip) if (!self.entity) then ix.util.PropertyDesc2(tooltip, "Backpack", Color(64, 224, 208), Material("vgui/ui/stalker/weaponupgrades/handling.png")) end if (self.PopulateTooltipIndividual) then self:PopulateTooltipIndividual(tooltip) end end ITEM.functions.Equip = { name = "Put On", tip = "equipTip", icon = "icon16/stalker/equip.png", OnRun = function(item) local char = item.player:GetCharacter() local items = char:GetInventory():GetItems() for _, v in pairs(items) do if (v.id != item.id) then local itemTable = ix.item.instances[v.id] if (itemTable.pacData and v.outfitCategory == item.outfitCategory and itemTable:GetData("equip")) then item.player:Notify("You're already equipping this kind of outfit") return false end end end item:SetData("equip", true) item.player:AddPart(item.uniqueID, item) char:UpdateWeight() if (item.attribBoosts) then for k, v in pairs(item.attribBoosts) do char:AddBoost(item.uniqueID, k, v) end end item:OnEquipped() return false end, OnCanRun = function(item) local client = item.player return !IsValid(item.entity) and IsValid(client) and item:GetData("equip") != true and hook.Run("CanPlayerEquipItem", client, item) != false and item.invID == client:GetCharacter():GetInventory():GetID() end } ITEM.functions.EquipUn = { -- sorry, for name order. name = "Take Off", tip = "equipTip", icon = "icon16/stalker/unequip.png", OnRun = function(item) local char = item.player:GetCharacter() if (!char:CanRemoveCarry(item)) then item.player:Notify("Removing this item would make you heavily overweight.") return false end item:RemovePart(item.player) char:UpdateWeight() return false end, OnCanRun = function(item) local client = item.player return !IsValid(item.entity) and IsValid(client) and item:GetData("equip") == true and hook.Run("CanPlayerUnequipItem", client, item) != false end } ITEM:Hook("drop", function(item) if (item:GetData("equip") && item.player:GetCharacter():CanRemoveCarry(item)) then item:RemovePart(item.player) end end) function ITEM:RemovePart(client) local char = client:GetCharacter() self:SetData("equip", false) client:RemovePart(self.uniqueID) if (self.attribBoosts) then for k, _ in pairs(self.attribBoosts) do char:RemoveBoost(self.uniqueID, k) end end self:OnUnequipped() end -- Called before the item is permanently deleted. function ITEM:OnRemoved() local owner = self.player if (self:GetData("equip")) then self:RemovePart(owner) end end function ITEM:OnEquipped() self.player:EmitSound("stalkersound/inv_slot.mp3") end function ITEM:OnUnequipped() self.player:EmitSound("stalkersound/inv_slot.mp3") end
local LOREM_ISPUM = [[Lorem ipsum dolor sit amet, consectetur adipiscing elit. Suspendisse rutrum accumsan elit vel auctor. Praesent sit amet aliquam turpis. Vestibulum ante ipsum primis in faucibus orci luctus et ultrices posuere cubilia Curae. Maecenas non erat ut elit sodales commodo. Nam gravida ipsum quis nulla tempus, quis pulvinar augue tristique. Nulla massa odio, imperdiet non ultricies tincidunt, viverra sed lorem. Nulla elementum sapien ut commodo aliquet. Pellentesque iaculis turpis tellus, eget laoreet augue condimentum vel. Quisque at risus rhoncus, facilisis tellus nec, tristique dolor. Maecenas cursus magna eget imperdiet laoreet.]] return function(min_len, max_len) max_len = max_len or min_len local len = math.random(min_len, max_len) local last_char = LOREM_ISPUM:sub(len, len) while not (last_char == " " or last_char == ".") do len = len - 1 last_char = LOREM_ISPUM:sub(len, len) end return LOREM_ISPUM:sub(1, len) end
local gamestate = require "vendor/gamestate" local Board = require "board" local camera = require "camera" local Dialog = {} Dialog.__index = Dialog --- -- Create a new Dialog -- @param message to display -- @param callback when user answer's say -- @return Dialog function Dialog.new(message, callback) local say = {} setmetatable(say, Dialog) say.board = Board.new(312, 60) say.board:open() say.line = 1 say.cursor = 0 say.y = camera.y + camera:getHeight() - 36 say.x = camera.x + camera:getWidth() / 2 local state = gamestate.currentState() if (state.player and state.player.position.y + state.player.height + 35 > say.y) or state.floorspace then say.y = camera.y + 100 end if type(message) == 'string' then say.messages = {message} else say.messages = message end say.callback = callback say.blink = 0 say.state = 'opened' say.result = false return say end function Dialog:bbox() return self.x - 156, self.y - 30, self.x + 156, self.y + 30 end function Dialog:update(dt) local rate = 15 self.blink = self.blink + dt < .50 and self.blink + dt or 0 self.board:update(dt) self.cursor = math.min(self.cursor + (dt * rate), string.len(self.messages[self.line])) if self.board.state == 'closed' and self.state ~= 'closed' then self.state = 'closed' if self.callback then self.callback(self.result) end end end function Dialog:message() local long = self.messages[self.line] if math.floor(self.cursor) >= long:len() then return long .. (self.blink > .25 and "^" or "") else return string.sub(long, 1, math.floor(self.cursor)) end end function Dialog:draw() if self.board.state == 'closed' then return end local font = love.graphics.getFont() font:setLineHeight(1.3) x, y = self.board:draw(self.x, self.y) if self.board.state == 'opened' then local message = self:message() local _, lines = font:getWrap(message, self.board.width - 20) local ox = math.floor(x - self.board.width / 2 + 10) local oy = math.floor(y - (14 * lines / 2)) love.graphics.printf(message, ox, oy, self.board.width - 20) end love.graphics.setColor( 255, 255, 255, 255 ) font:setLineHeight(1.0) return x, y end function Dialog:keypressed( button ) if self.board.state == 'closed' then return false end if button == 'JUMP' then if self.cursor < string.len(self.messages[self.line]) then self.cursor = string.len(self.messages[self.line]) elseif self.line ~= #self.messages then self.cursor = 0 self.line = self.line + 1 else self.board:close() self.state = 'closing' end end return true end return Dialog
local keymap = vim.api.nvim_set_keymap keymap('n', '<leader>fb', ':lua require("telescope.builtin").buffers()<CR>', { noremap = true, silent = true }) keymap('n', '<leader>ff', ':lua require("telescope.builtin").find_files()<CR>', { noremap = true, silent = true }) keymap('n', '<leader>fg', ':lua require("telescope.builtin").live_grep()<CR>', { noremap = true, silent = true })
local awful = require("awful") local beautiful = require("beautiful") -- Rules to apply to new clients (through the "manage" signal). awful.rules.rules = { -- All clients will match this rule. { rule = { }, properties = { border_width = beautiful.border_width, border_color = beautiful.border_normal, focus = awful.client.focus.filter, raise = true, keys = clientkeys, buttons = clientbuttons, screen = awful.screen.preferred, placement = awful.placement.no_overlap+awful.placement.no_offscreen } }, -- Floating clients. rule_any = { instance = { "copyq", -- Includes session name in class. "plugin-container", }, class = { "Arandr", "Gpick", "Kruler", "MessageWin", -- kalarm. "qimgv", "Sxiv", "feh", "Wpa_gui", "pinentry", "veromix", "xtightvncviewer"}, name = { "Event Tester", -- xev. }, role = { "AlarmWindow", -- Thunderbird's calendar. "pop-up", -- e.g. Google Chrome's (detached) Developer Tools. } , properties = { floating = true }}, -- Application rules { rule = { class = "Firefox" }, properties = { screen = 1, tag = "www" } }, { rule = { class = "discord" }, properties = { screen = 1, tag = "disc" } }, { rule = { name = "spt" }, properties = { screen = 1, tag = "spot" } } }
local login = require "snax.loginserver" local crypt = require "skynet.crypt" local skynet = require "skynet" local server = { host = "127.0.0.1", port = 8001, multilogin = false, name = "login_master" } function server.auth_handler(token) local user, server, password = token:match("([^@]+)@([^:]+):(.+)") user = crypt.base64decode(user) server = crypt.base64decode(server) password = crypt.base64decode(password) skynet.error(string.format("%s@%s:%s", user, server, password)) assert(password == "password", "Invite password") return server, user end local subid = 0 function server.login_handler(server, uid, secret) skynet.error(string.format("%s@%s is login, secret is %s", uid, server, crypt.hexencode(secret))) subid = subid + 1 return subid end local CMD = {} function CMD.register_gate(server, address) skynet.error("cmd register_gate") end function server.command_handler(command, ...) local f = assert(CMD[command]) return f(...) end login(server)
-- config for running klipper 3D printer suite on local (desktop) machine. -- i'm using this to simplify debugging of modifications to the klipper source code for my hobby project. -- any prodction use of tools/configuration/setup provided here was not tested and cannot be guaranteed. -- packages need to be installed: -- libsodium-dev -- for python2 klipper version: virtualenv python-dev libffi-dev build-essential cmake -- for python3 klipper version (experimental): virtualenv python3-dev libffi-dev build-essential cmake -- redefine defaults.recalculate function, that will be called by base config defaults.recalculate_orig=defaults.recalculate function defaults.recalculate() -- redefine some parameters tunables.features.x11host_target_dir="/dev/null" tunables.datadir=loader.path.combine(loader.workdir,"userdata-klipper") defaults.recalculate_orig() defaults.mounts.resolvconf_mount=defaults.mounts.direct_resolvconf_mount end defaults.recalculate() -- load base config dofile(loader.path.combine(loader.workdir,"debian-sandbox.cfg.lua")) -- remove some unneded features and mounts loader.table.remove_value(sandbox.features,"dbus") loader.table.remove_value(sandbox.features,"gvfs_fix") loader.table.remove_value(sandbox.features,"pulse") loader.table.remove_value(sandbox.features,"x11host") -- remove some unneded mounts from base config loader.table.remove_value(sandbox.setup.mounts,defaults.mounts.devsnd_mount) loader.table.remove_value(sandbox.setup.mounts,defaults.mounts.devdri_mount) loader.table.remove_value(sandbox.setup.mounts,defaults.mounts.devinput_mount) loader.table.remove_value(sandbox.setup.mounts,defaults.mounts.devshm_mount) loader.table.remove_value(sandbox.setup.mounts,defaults.mounts.sbin_ro_mount) loader.table.remove_value(sandbox.setup.mounts,defaults.mounts.sys_mount) -- modify PATH env table.insert(sandbox.setup.env_set,{"PATH","/usr/local/bin:/usr/bin:/bin:/usr/local/games:/usr/games"}) table.insert(sandbox.setup.mounts,{prio=99,"bind",loader.path.combine(loader.workdir,"gcode"),"/home/sandboxer/gcode"}) table.insert(sandbox.setup.mounts,{prio=99,"bind",loader.path.combine(loader.workdir,"configs"),"/home/sandboxer/configs"}) table.insert(sandbox.setup.mounts,{prio=99,"bind",loader.path.combine(loader.workdir,"logs"),"/home/sandboxer/logs"}) -- add bwrap unshare_ipc option loader.table.remove_value(sandbox.bwrap,defaults.bwrap.unshare_ipc) table.insert(sandbox.bwrap,defaults.bwrap.unshare_ipc) -- profiles for installing all needed stuff individually -- forward UART port from target MCUs over Ethernet/TCP-IP uartclient_install={ exec="/bin/bash", path="/home/sandboxer", args={"-c","set -e;\ [[ ! -d uartbridge ]] && git clone https://github.com/DarkCaster/ArduinoUARTEthernetBridge.git uartbridge;\ (cd uartbridge && git reset --hard && git clean -dfx --force && git checkout main && git pull --force);\ cd uartbridge/Client;\ cmake .; make;\ cd ~; rm -rf uartclient_bin; mkdir -p uartclient_bin;\ mv uartbridge/Client/uartclient uartclient_bin;\ "}, term_signal=defaults.signals.SIGTERM, attach=true, pty=false, exclusive=true, } -- component needed for klipper web-ui -- TODO: create moonraker.conf with config sutable for this env, if missing moonraker_install={ exec="/bin/bash", path="/home/sandboxer", args={"-c","set -e;\ [[ ! -d moonraker ]] && git clone https://github.com/Arksine/moonraker.git moonraker;\ (cd moonraker && git reset --hard && git clean -dfx --force && git checkout master && git pull --force);\ rm -rf moonraker_env;\ virtualenv -p python3 moonraker_env;\ moonraker_env/bin/pip install -r moonraker/scripts/moonraker-requirements.txt;\ [[ ! -f /home/sandboxer/configs/moonraker.conf ]] && echo \"installing sample config file\" && (cd /home/sandboxer/configs && wget \"https://raw.githubusercontent.com/Arksine/moonraker/master/docs/moonraker.conf\");\ true;\ "}, term_signal=defaults.signals.SIGTERM, attach=true, pty=false, exclusive=true, } -- web UI fluidd_install={ exec="/bin/bash", path="/home/sandboxer", args={"-c","set -e;\ rm -rf fluidd;\ mkdir fluidd;\ cd fluidd;\ wget -O fluidd.zip \"https://github.com/cadriel/fluidd/releases/latest/download/fluidd.zip\";\ unzip fluidd.zip;\ "}, term_signal=defaults.signals.SIGTERM, attach=true, pty=false, exclusive=true, } klipper_install={ exec="/bin/bash", path="/home/sandboxer", args={"-c","set -e;\ [[ ! -d klipper_py2 ]] && git clone https://github.com/KevinOConnor/klipper.git klipper_py2;\ (cd klipper_py2 && git reset --hard && git clean -dfx --force && git checkout master && git pull --force);\ rm -rf klipper_env_py2;\ virtualenv -p python2 klipper_env_py2;\ klipper_env_py2/bin/pip install -r klipper_py2/scripts/klippy-requirements.txt;\ "}, term_signal=defaults.signals.SIGTERM, attach=true, pty=false, exclusive=true, } -- avr-gcc and avrdude from arduino distribution for building firmware for my MCUs avr_gcc_install={ exec="/bin/bash", path="/home/sandboxer", args={"-c","set -e;\ rm -rf avr;\ rm -rf avrdude;\ rm -fv avr-gcc.tar.bz2;\ rm -fv avrdude.tar.bz2;\ wget -O avr-gcc.tar.bz2 \"http://downloads.arduino.cc/tools/avr-gcc-7.3.0-atmel3.6.1-arduino7-x86_64-pc-linux-gnu.tar.bz2\";\ wget -O avrdude.tar.bz2 \"http://downloads.arduino.cc/tools/avrdude-6.3.0-arduino18-x86_64-pc-linux-gnu.tar.bz2\";\ bzip2 -d -c avr-gcc.tar.bz2 | tar xf - ;\ bzip2 -d -c avrdude.tar.bz2 | tar xf - ;\ rm -v avr-gcc.tar.bz2;\ rm -v avrdude.tar.bz2;\ [[ ! -d avr ]] && echo \"cannot find extracted 'avr' directory!\" && exit 1 || true;\ [[ ! -d avrdude ]] && echo \"cannot find extracted 'avrdude' directory!\" && exit 1 || true;\ "}, term_signal=defaults.signals.SIGTERM, attach=true, pty=false, exclusive=true, } -- run make in klipper source directory -- invocation example: sandboxer klipper.cfg.lua klipper_make menuconfig klipper_make={ exec="/usr/bin/make", path="/home/sandboxer/klipper_py2", args=loader.args, env_unset={"PATH","LANG"}, env_set={ {"PATH","/home/sandboxer/avr/bin:/usr/local/bin:/usr/bin:/bin:/usr/local/games:/usr/games"}, {"TERM",os.getenv("TERM")}, }, term_signal=defaults.signals.SIGTERM, attach=true, pty=true, exclusive=true, } -- uartclient configured for flashing image via optiboot/uart uartclient={ exec="/home/sandboxer/uartclient_bin/uartclient", path="/home/sandboxer", args={"-ra","ENC28J65E366.lan","-tp","50000","-up","1","-pc","3","-pls","50","-rbs","1600","-ptl","4400","-ptr","4400","-lp1","/tmp/ttyETH1","-lp2","/tmp/ttyETH2","-lp3","/tmp/ttyETH3","-ps1","115200","-ps2","115200","-ps3","115200","-pm1","6","-pm2","6","-pm3","6","-rst1","1","-rst2","1","-rst3","1"}, env_unset={"LANG"}, env_set={{"TERM",os.getenv("TERM")}}, term_signal=defaults.signals.SIGTERM, attach=true, pty=true, exclusive=true, } -- example for flashing image to AVR MCU with optiboot bootloader: -- sandboxer klipper.cfg.lua avrdude -P/tmp/ttyETH3 -b115200 -carduino -patmega328p -v -D -Uflash:w:klipper_py2/out/klipper.elf.hex:i avrdude={ exec="/home/sandboxer/avrdude/bin/avrdude", path="/home/sandboxer", args={"-C/home/sandboxer/avrdude/etc/avrdude.conf", table.unpack(loader.args)}, env_unset={"LANG"}, env_set={{"TERM",os.getenv("TERM")}}, term_signal=defaults.signals.SIGTERM, attach=true, pty=true, exclusive=true, } -- start klipper, provide config file-name placed into "configs" directory as parameter klipper={ exec="/home/sandboxer/klipper_env_py2/bin/python2", path="/home/sandboxer/klipper_py2/klippy", args={"klippy.py", "-l", "/home/sandboxer/logs/klipper.log", loader.path.combine("/home/sandboxer/configs",loader.args[1])}, term_signal=defaults.signals.SIGTERM, attach=true, pty=true, exclusive=true, } -- run the whole suite and wait for ctrl+c, or termination signal: -- 1. klipper firmware -- 2. uart-ethernet-client for connecting to MCU uart port(s) via Ethernet/TCP-IP (see https://github.com/DarkCaster/ArduinoUARTEthernetBridge) -- 3. moonraker server and fluidd for web UI klipper_suite={ exec="/bin/bash", path="/home/sandboxer", args={"-c","\ klipper_pid=\"\"; uartclient_pid=\"\"; moonraker_pid=\"\";\ collect_logs() { local d=$(date +\"%Y.%m.%d.%H%M.%S\"); cp /tmp/klipper.log ~/logs/klipper.$d.log; };\ do_exit() { ec=\"$1\"; [[ -z $ec ]] && ec=\"1\"; [[ $ec != 0 ]] && echo 'stopping with error!' || echo 'stopping'; trap - ERR INT TERM HUP; kill -SIGTERM $klipper_pid 2>/dev/null; kill -SIGTERM $uartclient_pid 2>/dev/null; kill -SIGTERM $moonraker_pid 2>/dev/null; kill -SIGTERM $fluidd_pid 2>/dev/null; collect_logs; exit $ec; };\ trap 'do_exit' ERR;\ trap 'do_exit 0' INT TERM HUP;\ ~/uartclient_bin/uartclient -ra ENC28J65E366.lan -tp 50000 -up 1 -pc 3 -pls 50 -rbs 1600 -ptl 7000 -ptr 7000 -lp1 /tmp/ttyETH1 -lp2 /tmp/ttyETH2 -lp3 /tmp/ttyETH3 -ps1 250000 -pm1 6 -ps2 250000 -pm2 6 -ps3 250000 -pm3 6 -rst1 1 -rst2 1 -rst3 1 &\ uartclient_pid=\"$!\";\ rm -rf /tmp/klipper.log;\ cd ~/klipper_py2/klippy;\ ~/klipper_env_py2/bin/python2 klippy.py -a /tmp/klippy_uds -l /tmp/klipper.log \""..loader.path.combine("/home/sandboxer/configs",loader.args[1]).."\" &\ klipper_pid=\"$!\";\ cd ~/moonraker;\ ~/moonraker_env/bin/python3 moonraker/moonraker.py -c /home/sandboxer/configs/moonraker.conf &>/tmp/moonraker.out.log &\ moonraker_pid=\"$!\";\ cd ~/fluidd;\ sleep 5;\ python3 -m http.server 8000 --bind 127.0.0.1 &>/tmp/fluidd.out.log &\ fluidd_pid=\"$!\";\ wait $uartclient_pid;\ wait $klipper_pid;\ wait $moonraker_pid;\ wait $fluidd_pid;\ "}, term_signal=defaults.signals.SIGHUP, attach=true, pty=true, exclusive=true, term_orphans=true, } -- display klipper log from container's tmpfs klipper_log={ exec="/bin/bash", path="/home/sandboxer", args={"-c","cat /tmp/klipper.log"}, term_signal=defaults.signals.SIGTERM, attach=true, pty=false, exclusive=false, } -- experimental python3 klipper-build, may have some issues klipper_python3_install={ exec="/bin/bash", path="/home/sandboxer", args={"-c","set -e;\ [[ ! -d klipper_py3 ]] && git clone https://github.com/Doridian/klipper.git klipper_py3;\ (cd klipper_py3 && git reset --hard && git clean -dfx --force && git checkout custom && git pull --force);\ rm -rf klipper_env_py3;\ virtualenv -p python3 klipper_env_py3;\ klipper_env_py3/bin/pip install -r klipper_py3/scripts/klippy-requirements.txt;\ "}, term_signal=defaults.signals.SIGTERM, attach=true, pty=false, exclusive=true, } klipper_python3={ exec="/home/sandboxer/klipper_env_py3/bin/python3", path="/home/sandboxer/klipper_py3/klippy", args={"klippy.py", "-l", "/home/sandboxer/logs/klipper_py3.log", loader.path.combine("/home/sandboxer/configs",loader.args[1])}, term_signal=defaults.signals.SIGTERM, attach=true, pty=true, exclusive=true, }
--- Module for generating random strings -- @module lqc.generators.string -- @alias new local random = require 'lqc.random' local lqc = require 'lqc.quickcheck' local Gen = require 'lqc.generator' local char = require 'lqc.generators.char' local char_gen = char() -- NOTE: The shrink algorithms are *heavily* based on triq -- https://github.com/krestenkrab/triq --- Determines how many items to shrink. -- @param length size of the string -- @return integer indicating how many items to shrink local function shrink_how_many(length) -- 20% chance more than 1 member is shrunk if random.between(1, 5) == 1 then return random.between(1, length) end return 1 end --- Replaces a character in the string 'str' at index 'idx' with 'new_char'. -- @param str string to be modified -- @param new_char value that will replace the old character in the string -- @param idx position in the string where the character should be replaced -- @return updated string local function string_replace_char(str, new_char, idx) local result = {} result[1] = string.sub(str, 1, idx - 1) result[2] = new_char result[3] = string.sub(str, idx + 1) return table.concat(result) end --- Replaces 1 character at a random location in the string, tries up to 100 -- times if shrink gave back same result. -- @param prev previously generated string value -- @param length size of the string -- @param iterations_count remaining tries to shrink down this string -- @return shrunk down string value local function do_shrink_generic(prev, length, iterations_count) local idx = random.between(1, length) local old_char = string.sub(prev, idx, idx) local new_char = char_gen:shrink(old_char) if new_char == old_char and iterations_count ~= 0 then -- Shrink introduced no simpler result, retry at other index. return do_shrink_generic(prev, length, iterations_count - 1) end return string_replace_char(prev, new_char, idx) end --- Shrinks an amount of characters in the string. -- @param str string to be shrunk down -- @param length size of the string -- @param how_many amount of characters to shrink -- @return shrunk down string value local function shrink_generic(str, length, how_many) if how_many ~= 0 then local new_str = do_shrink_generic(str, length, lqc.numshrinks) return shrink_generic(new_str, length, how_many - 1) end return str end --- Determines if the string should be shrunk down to a shorter string -- @param str_len size of the string -- @return true: string should be made shorter; false: string should remain -- size during shrinking local function should_shrink_smaller(str_len) if str_len == 0 then return false end return random.between(1, 5) == 1 end --- Shrinks the string by removing 1 character -- @param str string to be shrunk down -- @param str_len size of the string -- @return new string with 1 random character removed local function shrink_smaller(str, str_len) local idx = random.between(1, str_len) -- Handle edge cases (first or last char) if idx == 1 then return string.sub(str, 2) end if idx == str_len then return string.sub(str, 1, idx - 1) end local new_str = { string.sub(str, 1, idx - 1), string.sub(str, idx + 1) } return table.concat(new_str) end --- Generates a string with a specific size. -- @param size size of the string to generate -- @return string of a specific size local function do_generic_pick(size) local result = {} for _ = 1, size do result[#result + 1] = char_gen:pick() end return table.concat(result) end --- Generates a string with arbitrary length (0 <= size <= numtests). -- @param numtests Number of times the property uses this generator; used to -- guide the optimization process. -- @return string of an arbitrary size local function arbitrary_length_pick(numtests) local size = random.between(0, numtests) return do_generic_pick(size) end --- Shrinks a string to a simpler form (smaller / different chars). -- 1. Returns empty strings instantly -- 2. Determine if string should be made shorter -- 2.1 if true: remove a char -- 2.2 otherwise: -- * simplify a random amount of characters -- * remove a char if simplify did not help -- * otherwise return the simplified string -- @param prev previously generated string value -- @return shrunk down string value local function arbitrary_length_shrink(prev) local length = #prev if length == 0 then return prev end -- handle empty strings if should_shrink_smaller(length) then return shrink_smaller(prev, length) end local new_str = shrink_generic(prev, length, shrink_how_many(length)) if new_str == prev then -- shrinking didn't help, remove an element return shrink_smaller(new_str, length) end -- string shrunk succesfully! return new_str end --- Helper function for generating a string with a specific size -- @param size size of the string to generate -- @return function that can generate strings of a specific size local function specific_length_pick(size) local function do_specific_pick() return do_generic_pick(size) end return do_specific_pick end --- Shrinks a string to a simpler form (only different chars since length is fixed). -- * "" -> "" -- * non-empty string, shrinks upto max 5 chars of the string -- @param prev previously generated string value -- @return shrunk down string value local function specific_length_shrink(prev) local length = #prev if length == 0 then return prev end -- handle empty strings return shrink_generic(prev, length, shrink_how_many(length)) end --- Generator for a string with an arbitrary size -- @return generator for a string of arbitrary size local function arbitrary_length_string() return Gen.new(arbitrary_length_pick, arbitrary_length_shrink) end --- Creates a generator for a string of a specific size -- @param size size of the string to generate -- @return generator for a string of a specific size local function specific_length_string(size) return Gen.new(specific_length_pick(size), specific_length_shrink) end --- Creates a new ASCII string generator -- @param size size of the string -- @return generator that can generate the following: -- 1. size provided: a string of a specific size -- 2. no size provided: string of an arbitrary size local function new(size) if size then return specific_length_string(size) end return arbitrary_length_string() end return new
-- Register tanks for each fluid fluidity.bucket_cache = {} fluidity.tanks = {} -- Get fluid source block name for bucket item. function fluidity.get_fluid_for_bucket(itemname) for i,v in pairs(fluidity.bucket_cache) do if v == itemname then return i end end end -- Get bucket item name for fluid source block. function fluidity.get_bucket_for_fluid(source) return fluidity.bucket_cache[source] end -- Ensure that this fluid node exists. function fluidity.get_fluid_node(name) return minetest.registered_nodes[name] end -- Get a nodedef field. local function get_nodedef_field(nodename, fieldname) if not minetest.registered_nodes[nodename] then return nil end return minetest.registered_nodes[nodename][fieldname] end -- Ensure that the node is a tank. function fluidity.tanks.get_is_tank(node) return minetest.get_item_group(node, "fluidity_tank") > 0 end -- Ensure that the node is an empty tank. function fluidity.tanks.get_is_empty_tank(node) return minetest.get_item_group(node, "fluidity_tank_empty") > 0 end -- Get tank data at position. -- Returns fluid name, fluid level, capacity, base tank name and the mod it was added from. -- Base tank name and mod name are used to construct different variants of this tank type. function fluidity.tanks.get_tank_at(pos) local meta = minetest.get_meta(pos) local node = minetest.get_node(pos) if not fluidity.tanks.get_is_tank(node.name) then return nil end local ffluid = get_nodedef_field(node.name, "fluidity_fluid") local fcapacity = get_nodedef_field(node.name, "_capacity") local fbasetank = get_nodedef_field(node.name, "_dataname") local fmod = get_nodedef_field(node.name, "_mod") local fluidcount = meta:get_int("fluid") return ffluid, fluidcount, fcapacity, fbasetank, fmod end -- Check to see if a fluid can go in the tank and pos. function fluidity.tanks.can_fluid_go_in_tank(pos, fluid) local fluid_name, count, capacity, base_tank, mod = fluidity.tanks.get_tank_at(pos) if not fluid_name then return true end if fluid_name ~= fluid then return false end if count == capacity then return false end local source_node = fluidity.get_fluid_node(fluid) local fluid_desc = fluidity.fluid_name(source_node.description) local shorthand_name = fluidity.fluid_short(fluid_desc) if not minetest.registered_nodes[mod..":"..base_tank.."_"..shorthand_name] then return false end return true end -- Fill the tank at pos with fluid. -- Overfilling means it will return an integer as the second variable that shows the amount over the capacity. function fluidity.tanks.fill_tank_at(pos, fluid, amount, overfill) local fluid_name, count, capacity, base_tank, mod = fluidity.tanks.get_tank_at(pos) if not fluid_name == fluid and fluid_name ~= nil then return nil end local node = minetest.get_node(pos) local meta = minetest.get_meta(pos) local node_name = mod..":"..base_tank local remainder = 0 if count + amount > capacity then if overfill then remainder = capacity - count count = capacity else return nil end else count = count + amount end local source_node = fluidity.get_fluid_node(fluid) local fluid_desc = fluidity.fluid_name(source_node.description) local shorthand_name = fluidity.fluid_short(fluid_desc) node_name = mod..":"..base_tank.."_"..shorthand_name if not minetest.registered_nodes[node_name] then return nil end meta:set_int("fluid", count) meta:set_string("infotext", "Tank of "..fluid_desc.."("..count.."/"..capacity.." mB)") local param2 = math.min((count/capacity)*63, 63) minetest.swap_node(pos, {name=node_name,param1=node.param1,param2=param2}) return fluid, remainder end -- Take some fluid from the tank at pos. -- Underfill returns an integer as the second variable indicating level below zero. function fluidity.tanks.take_from_tank_at(pos, amount, underfill) local fluid_name, count, capacity, base_tank, mod = fluidity.tanks.get_tank_at(pos) if not fluid_name then return nil end local node = minetest.get_node(pos) local meta = minetest.get_meta(pos) local node_name = mod..":"..base_tank local fluid = fluid_name local leftover = 0 if count - amount < 0 then if underfill then leftover = (count - amount) * -1 count = 0 else return nil end else count = count - amount end if count == 0 then fluid = nil end meta:set_int("fluid", count) if fluid then local source_node = fluidity.get_fluid_node(fluid) local fluid_desc = fluidity.fluid_name(source_node.description) local shorthand_name = fluidity.fluid_short(fluid_desc) node_name = mod..":"..base_tank.."_"..shorthand_name meta:set_string("infotext", "Tank of "..fluid_desc.."("..count.."/"..capacity.." mB)") else meta:set_string("infotext", "Empty Tank") end local param2 = math.min((count/capacity)*63, 63) minetest.swap_node(pos, {name=node_name,param1=node.param1,param2=param2}) return fluid_name, leftover end local function bucket_fill(pos, node, clicker, itemstack, pointed_thing) local stackname = itemstack:get_name() local stack = "bucket:bucket_empty" if not stackname:find("bucket") then return itemstack end if stackname == "bucket:bucket_empty" then if fluidity.tanks.get_is_empty_tank(node.name) then return itemstack end local fluid = fluidity.tanks.take_from_tank_at(pos, 1000) if not fluid then return itemstack end stack = fluidity.get_bucket_for_fluid(fluid) else local srcnode = fluidity.get_fluid_for_bucket(stackname) if not fluidity.tanks.can_fluid_go_in_tank(pos, srcnode) then return itemstack end local fluid = fluidity.tanks.fill_tank_at(pos, srcnode, 1000) if fluid == nil then return itemstack end end return ItemStack(stack) end -- Preserve fluid count in the item stack dropped local function preserve_metadata(pos, oldnode, oldmeta, drops) local fluid_name, count, capacity = fluidity.tanks.get_tank_at(pos) local meta = minetest.get_meta(pos) local fluid_cnt = meta:get_int("fluid") local nodedesc = get_nodedef_field(oldnode.name, "description") for i,stack in pairs(drops) do local stack_meta = stack:get_meta() stack_meta:set_int("fluid", fluid_cnt) stack_meta:set_string("description", nodedesc.."\nContains "..count.."/"..capacity.." mB") drops[i] = stack end return drops end -- Retrieve fluid count from itemstack when placed local function after_place_node(pos, placer, itemstack, pointed_thing) local item_meta = itemstack:get_meta() local fluid_cnt = item_meta:get_int("fluid") local fluid = get_nodedef_field(itemstack:get_name(), "fluidity_fluid") if fluid_cnt then -- Fill the tank to the count specified in item meta, don't care about overfill or what it returns. fluidity.tanks.fill_tank_at(pos, fluid, fluid_cnt, true) end return false end -- Register a tank for a specific fluid local function register_tankfluid(data) local source_node = fluidity.get_fluid_node(data.source_name) local fluid = fluidity.fluid_name(source_node.description) local internal = fluidity.fluid_short(fluid) local nodename = data.mod_name..":"..data.tank_name.."_"..internal if minetest.registered_nodes[nodename] then return end minetest.register_node(nodename, { description = data.tank_description.." ("..fluid..")", drawtype = "glasslike_framed_optional", paramtype = "light", paramtype2 = "glasslikeliquidlevel", fluidity_fluid = data.source_name, place_param2 = 0, special_tiles = source_node.tiles, is_ground_content = false, sunlight_propagates = true, on_rightclick = bucket_fill, preserve_metadata = preserve_metadata, after_place_node = after_place_node, _mod = data.mod_name, _dataname = data.tank_name, _capacity = data.capacity, groups = {cracky = 1, not_in_creative_inventory = 1, oddly_breakable_by_hand = 3, fluidity_tank = 1}, tiles = data.tiles }) end -- Register a new tank function fluidity.tanks.register_fluid_tank(data) local modname = data.mod_name or minetest.get_current_modname() local tankname = data.tank_name or 'fluid_tank' local tankdesc = data.tank_description or 'Fluid Tank' local tiles = data.tiles or {"default_glass.png", "default_glass_detail.png"} local capacity = data.capacity or 64000 local tanknode = modname..":"..tankname if not minetest.registered_nodes[tanknode] then minetest.register_node(tanknode, { description = tankdesc, drawtype = "glasslike_framed_optional", paramtype = "light", paramtype2 = "glasslikeliquidlevel", is_ground_content = false, sunlight_propagates = true, fluidity_fluid = nil, on_construct = function ( pos ) local meta = minetest.get_meta(pos) meta:set_int("fluid", 0) meta:set_string("infotext", "Empty "..tankdesc) end, on_rightclick = bucket_fill, _mod = modname, _dataname = tankname, _capacity = capacity, groups = {cracky = 1, oddly_breakable_by_hand = 3, fluidity_tank = 1, fluid_tank_empty = 1}, tiles = tiles }) end if data.fluids then -- This tank only uses certain fluids for _, v in pairs(data.fluids) do register_tankfluid({ mod_name = modname, tank_name = tankname, tank_description = tankdesc, tiles = tiles, capacity = capacity, source_name = v }) end else -- Get all fluids and buckets and cache them for i, v in pairs(bucket.liquids) do if (i:find("source") ~= nil) then -- Cache bucket fluidity.bucket_cache[v["source"]] = v.itemname -- Add tank register_tankfluid({ mod_name = modname, tank_name = tankname, tank_description = tankdesc, tiles = tiles, capacity = capacity, source_name = v["source"] }) end end end end
local ffi = require("ffi") ffi.cdef[[ typedef struct { int version; uint8_t addr[16]; uint8_t mask[16]; int proto; } CIDR; CIDR *cidr_from_str(const char *); char *cidr_to_str(const CIDR *, int); int cidr_contains(const CIDR *, const CIDR *); void cidr_free(CIDR *); void free(void *); ]] local cidr = ffi.load("cidr") local lshift = bit.lshift local errs = { EINVAL = 22, ENOENT = 2, ENOMEM = 12, EFAULT = 14, EPROTO = 71, } local _M = { _VERSION = "1.0.0" } _M.flags = { NOFLAGS = 0, NOCOMPACT = 1, -- Don't do :: compaction VERBOSE = lshift(1, 1), -- Don't minimize leading zeros USEV6 = lshift(1, 2), -- Use v6 form for v4 addresses USEV4COMPAT = lshift(1, 3), -- Use v4-compat rather than v4-mapped NETMASK = lshift(1, 4), -- Show netmask instead of pflen ONLYADDR = lshift(1, 5), -- Only show the address ONLYPFLEN = lshift(1, 6), -- Only show the pf/mask WILDCARD = lshift(1, 7), -- Show wildcard-mask instead of netmask FORCEV6 = lshift(1, 8), -- Force treating as v6 address FORCEV4 = lshift(1, 9), -- Force treating as v4 address REVERSE = lshift(1, 10), -- Return a DNS PTR name } function _M.from_str(string) local result = cidr.cidr_from_str(string) if result == nil then local errno = ffi.errno() if errno == errs.EFAULT then return nil, "Passed NULL" elseif errno == errs.EINVAL then return nil, "Can't parse the input string" elseif errno == errs.ENOENT then return nil, "Internal error" end end result = ffi.gc(result, cidr.cidr_free) return result end function _M.to_str(struct, flags) if type(struct) ~= "cdata" then return nil, "Invalid argument (bad block or flags)" end if type(flags) ~= "number" then flags = 0 end local result = cidr.cidr_to_str(struct, flags) if result == nil then local errno = ffi.errno() if errno == errs.EINVAL then return nil, "Invalid argument (bad block or flags)" elseif errno == errs.ENOENT then return nil, "Internal error" elseif errno == errs.ENOMEM then return nil, "malloc() failed" end end local string = ffi.string(result) ffi.C.free(result) return string end function _M.contains(big, little) if big == nil or little == nil then return nil, "Passed NULL" elseif type(big) ~= "cdata" or type(little) ~= "cdata" then return nil, "Invalid argument" end local result = cidr.cidr_contains(big, little) if result == 0 then return true else local errno = ffi.errno() if errno == errs.EFAULT then return nil, "Passed NULL" elseif errno == errs.EINVAL then return nil, "Invalid argument" elseif errno == errs.ENOENT then return nil, "Internal error" elseif errno == errs.EPROTO then return nil, "Protocols don't match" end return false end end return _M
return { fontHeight=12, yspdMin=0, yspdMax=3, countdownMin=1, countdownMax=3, dropWidth=1, dropHeight=6, dropColor={0,255,255} }
object_tangible_collection_plant_14 = object_tangible_collection_shared_plant_14:new { gameObjectType = 8211,} ObjectTemplates:addTemplate(object_tangible_collection_plant_14, "object/tangible/collection/plant_14.iff")
--[[ FORK OF ROBLOX'S BUILT IN RAGDOLL Originally forked by BreakOn 03/2022 imported here & further modified by HashCollision 04/2022 --]] local Rigging = {} -- Gravity that joint friction values were tuned under. local REFERENCE_GRAVITY = workspace.Gravity -- ReferenceMass values from mass of child part. Used to normalized "stiffness" for differently -- sized avatars (with different mass). local DEFAULT_MAX_FRICTION_TORQUE = 500 local HEAD_LIMITS = { UpperAngle = 45, TwistLowerAngle = -40, TwistUpperAngle = 40, FrictionTorque = 400, ReferenceMass = 1.0249234437943, } local WAIST_LIMITS = { UpperAngle = 20, TwistLowerAngle = -40, TwistUpperAngle = 20, FrictionTorque = 750, ReferenceMass = 2.861558675766, } local ANKLE_LIMITS = { UpperAngle = 10, TwistLowerAngle = -10, TwistUpperAngle = 10, ReferenceMass = 0.43671694397926, } local ELBOW_LIMITS = { -- Elbow is basically a hinge, but allow some twist for Supination and Pronation UpperAngle = 20, TwistLowerAngle = 5, TwistUpperAngle = 120, ReferenceMass = 0.70196455717087, } local WRIST_LIMITS = { UpperAngle = 30, TwistLowerAngle = -10, TwistUpperAngle = 10, ReferenceMass = 0.69132566452026, } local KNEE_LIMITS = { UpperAngle = 5, TwistLowerAngle = -120, TwistUpperAngle = -5, ReferenceMass = 0.65389388799667, } local SHOULDER_LIMITS = { UpperAngle = 110, TwistLowerAngle = -85, TwistUpperAngle = 85, FrictionTorque = 600, ReferenceMass = 0.90918225049973, } local HIP_LIMITS = { UpperAngle = 40, TwistLowerAngle = -5, TwistUpperAngle = 80, FrictionTorque = 600, ReferenceMass = 1.9175016880035, } local V3_ZERO = Vector3.zero local V3_UP = Vector3.yAxis local V3_DOWN = -Vector3.xAxis local V3_RIGHT = Vector3.xAxis local V3_LEFT = -Vector3.xAxis -- To model shoulder cone and twist limits correctly we really need the primary axis of the UpperArm -- to be going down the limb. the waist and neck joints attachments actually have the same problem -- of non-ideal axis orientation, but it's not as noticable there since the limits for natural -- motion are tighter for those joints anyway. local R15_ADDITIONAL_ATTACHMENTS = { {"UpperTorso", "RightShoulderRagdollAttachment", CFrame.fromMatrix(V3_ZERO, V3_RIGHT, V3_UP), "RightShoulderRigAttachment"}, {"RightUpperArm", "RightShoulderRagdollAttachment", CFrame.fromMatrix(V3_ZERO, V3_DOWN, V3_RIGHT), "RightShoulderRigAttachment"}, {"UpperTorso", "LeftShoulderRagdollAttachment", CFrame.fromMatrix(V3_ZERO, V3_LEFT, V3_UP), "LeftShoulderRigAttachment"}, {"LeftUpperArm", "LeftShoulderRagdollAttachment", CFrame.fromMatrix(V3_ZERO, V3_DOWN, V3_LEFT), "LeftShoulderRigAttachment"}, } -- { { Part0 name (parent), Part1 name (child, parent of joint), attachmentName, limits }, ... } local R15_RAGDOLL_RIG = { {"UpperTorso", "Head", "NeckRigAttachment", HEAD_LIMITS}, {"LowerTorso", "UpperTorso", "WaistRigAttachment", WAIST_LIMITS}, {"UpperTorso", "LeftUpperArm", "LeftShoulderRagdollAttachment", SHOULDER_LIMITS}, {"LeftUpperArm", "LeftLowerArm", "LeftElbowRigAttachment", ELBOW_LIMITS}, {"LeftLowerArm", "LeftHand", "LeftWristRigAttachment", WRIST_LIMITS}, {"UpperTorso", "RightUpperArm", "RightShoulderRagdollAttachment", SHOULDER_LIMITS}, {"RightUpperArm", "RightLowerArm", "RightElbowRigAttachment", ELBOW_LIMITS}, {"RightLowerArm", "RightHand", "RightWristRigAttachment", WRIST_LIMITS}, {"LowerTorso", "LeftUpperLeg", "LeftHipRigAttachment", HIP_LIMITS}, {"LeftUpperLeg", "LeftLowerLeg", "LeftKneeRigAttachment", KNEE_LIMITS}, {"LeftLowerLeg", "LeftFoot", "LeftAnkleRigAttachment", ANKLE_LIMITS}, {"LowerTorso", "RightUpperLeg", "RightHipRigAttachment", HIP_LIMITS}, {"RightUpperLeg", "RightLowerLeg", "RightKneeRigAttachment", KNEE_LIMITS}, {"RightLowerLeg", "RightFoot", "RightAnkleRigAttachment", ANKLE_LIMITS}, } -- { { Part0 name, Part1 name }, ... } local R15_NO_COLLIDES = { {"LowerTorso", "LeftUpperArm"}, {"LeftUpperArm", "LeftHand"}, {"LowerTorso", "RightUpperArm"}, {"RightUpperArm", "RightHand"}, {"LeftUpperLeg", "RightUpperLeg"}, {"UpperTorso", "RightUpperLeg"}, {"RightUpperLeg", "RightFoot"}, {"UpperTorso", "LeftUpperLeg"}, {"LeftUpperLeg", "LeftFoot"}, -- Support weird R15 rigs {"UpperTorso", "LeftLowerLeg"}, {"UpperTorso", "RightLowerLeg"}, {"LowerTorso", "LeftLowerLeg"}, {"LowerTorso", "RightLowerLeg"}, {"UpperTorso", "LeftLowerArm"}, {"UpperTorso", "RightLowerArm"}, {"Head", "LeftUpperArm"}, {"Head", "RightUpperArm"}, } -- { { Motor6D name, Part name }, ...}, must be in tree order, important for ApplyJointVelocities local R15_MOTOR6DS = { {"Waist", "UpperTorso"}, {"Neck", "Head"}, {"LeftShoulder", "LeftUpperArm"}, {"LeftElbow", "LeftLowerArm"}, {"LeftWrist", "LeftHand"}, {"RightShoulder", "RightUpperArm"}, {"RightElbow", "RightLowerArm"}, {"RightWrist", "RightHand"}, {"LeftHip", "LeftUpperLeg"}, {"LeftKnee", "LeftLowerLeg"}, {"LeftAnkle", "LeftFoot"}, {"RightHip", "RightUpperLeg"}, {"RightKnee", "RightLowerLeg"}, {"RightAnkle", "RightFoot"}, } local BALL_SOCKET_NAME = "RagdollBallSocket" local NO_COLLIDE_NAME = "RagdollNoCollision" -- Index parts by name to save us from many O(n) FindFirstChild searches local function indexParts(model) local parts = {} for _, child in ipairs(model:GetChildren()) do if child:IsA("BasePart") then local name = child.name -- Index first, mimicing FindFirstChild if not parts[name] then parts[name] = child end end end return parts end local function createRigJoints(parts, rig) for _, params in ipairs(rig) do local part0Name, part1Name, attachmentName, limits = table.unpack(params) local part0 = parts[part0Name] local part1 = parts[part1Name] if part0 and part1 then local a0 = part0:FindFirstChild(attachmentName) local a1 = part1:FindFirstChild(attachmentName) if a0 and a1 and a0:IsA("Attachment") and a1:IsA("Attachment") then -- Our rigs only have one joint per part (connecting each part to it's parent part), so -- we can re-use it if we have to re-rig that part again. local constraint = part1:FindFirstChild(BALL_SOCKET_NAME) if not constraint then constraint = Instance.new("BallSocketConstraint") constraint.Name = BALL_SOCKET_NAME end constraint.Attachment0 = a0 constraint.Attachment1 = a1 constraint.LimitsEnabled = true constraint.UpperAngle = limits.UpperAngle constraint.TwistLimitsEnabled = true constraint.TwistLowerAngle = limits.TwistLowerAngle constraint.TwistUpperAngle = limits.TwistUpperAngle -- Scale constant torque limit for joint friction relative to gravity and the mass of -- the body part. local gravityScale = workspace.Gravity / REFERENCE_GRAVITY local referenceMass = limits.ReferenceMass local massScale = referenceMass and (part1:GetMass() / referenceMass) or 1 local maxTorque = limits.FrictionTorque or DEFAULT_MAX_FRICTION_TORQUE constraint.MaxFrictionTorque = maxTorque * massScale * gravityScale constraint.Parent = part1 end end end end local function createAdditionalAttachments(parts, attachments) for _, attachmentParams in ipairs(attachments) do local partName, attachmentName, cframe, baseAttachmentName = table.unpack(attachmentParams) local part = parts[partName] if part then local attachment = part:FindFirstChild(attachmentName) -- Create or update existing attachment if not attachment or attachment:IsA("Attachment") then if baseAttachmentName then local base = part:FindFirstChild(baseAttachmentName) if base and base:IsA("Attachment") then cframe = base.CFrame * cframe end end -- The attachment names are unique within a part, so we can re-use if not attachment then attachment = Instance.new("Attachment") attachment.Name = attachmentName attachment.CFrame = cframe attachment.Parent = part else attachment.CFrame = cframe end end end end end local function createNoCollides(parts, noCollides) -- This one's trickier to handle for an already rigged character since a part will have multiple -- NoCollide children with the same name. Having fewer unique names is better for -- replication so we suck it up and deal with the complexity here. -- { [Part1] = { [Part0] = true, ... }, ...} local needed = {} -- Following the convention of the Motor6Ds and everything else here we parent the NoCollide to -- Part1, so we start by building the set of Part0s we need a NoCollide with for each Part1 for _, namePair in ipairs(noCollides) do local part0Name, part1Name = unpack(namePair) local p0, p1 = parts[part0Name], parts[part1Name] if p0 and p1 then local p0Set = needed[p1] if not p0Set then p0Set = {} needed[p1] = p0Set end p0Set[p0] = true end end -- Go through NoCollides that exist and remove Part0s from the needed set if we already have -- them covered. Gather NoCollides that aren't between parts in the set for resue local reusableNoCollides = {} for part1, neededPart0s in pairs(needed) do local reusables = {} for _, child in ipairs(part1:GetChildren()) do if child:IsA("NoCollisionConstraint") and child.Name == NO_COLLIDE_NAME then local p0 = child.Part0 local p1 = child.Part1 if p1 == part1 and neededPart0s[p0] then -- If this matches one that we needed, we don't need to create it anymore. neededPart0s[p0] = nil else -- Otherwise we're free to reuse this NoCollide table.insert(reusables, child) end end end reusableNoCollides[part1] = reusables end -- Create the remaining NoCollides needed, re-using old ones if possible for part1, neededPart0s in pairs(needed) do local reusables = reusableNoCollides[part1] for part0, _ in pairs(neededPart0s) do local constraint = table.remove(reusables) if not constraint then constraint = Instance.new("NoCollisionConstraint") end constraint.Name = NO_COLLIDE_NAME constraint.Part0 = part0 constraint.Part1 = part1 constraint.Parent = part1 end end end local function isAttachmetInPart(attachment, part) return attachment and attachment.Parent == part or false end local function checkValidAttachment(part0, part1, attachment0, attachment1) if isAttachmetInPart(attachment0, part0) and isAttachmetInPart(attachment1, part1) then return true end if isAttachmetInPart(attachment0, part1) and isAttachmetInPart(attachment1, part0) then return true end return false end local function hasValidConstraint(part0, part1) for _, child in ipairs(part1:GetChildren()) do if child:IsA("BallSocketConstraint") then local attachment0 = child.Attachment0 local attachment1 = child.Attachment1 if checkValidAttachment(part0, part1, attachment0, attachment1) then return true end end end return false end local function hasRagdollJoint(motor) local part0 = motor.Part0 local part1 = motor.Part1 if not part0 or not part1 then return false end if hasValidConstraint(part0, part1) then return true end -- Don't enforce ordering for developer created ragdolls if hasValidConstraint(part1, part0) then return true end return false end local function disableMotorSet(model, motorSet) local motors = {} -- Destroy all regular joints: for _, params in ipairs(motorSet) do local part = model:FindFirstChild(params[2]) if part then local motor = part:FindFirstChild(params[1]) if motor and motor:IsA("Motor6D") and hasRagdollJoint(motor) then table.insert(motors, motor) motor.Enabled = false end end end return motors end local function enableMotorSet(model, motorSet) local motors = {} -- Destroy all regular joints: for _, params in ipairs(motorSet) do local part = model:FindFirstChild(params[2]) if part then local motor = part:FindFirstChild(params[1]) if motor and motor:IsA("Motor6D") and hasRagdollJoint(motor) then table.insert(motors, motor) motor.Enabled = true end end end return motors end local function setJointFriction(character) local descendants = character:GetDescendants() local frictionJoints = {} for _, v in pairs(descendants) do if v:IsA("BallSocketConstraint") and v.Name == BALL_SOCKET_NAME then local current = v.MaxFrictionTorque -- Keep the torso and neck a little stiffer... local parentName = v.Parent.Name local scale = (parentName == "UpperTorso" or parentName == "Head") and 0.5 or 0.05 local nextTorque = current * scale frictionJoints[v] = { v, current, nextTorque } end end for _, tuple in pairs(frictionJoints) do local ballSocket, a, b = unpack(tuple) ballSocket.MaxFrictionTorque = 0.3 end end function Rigging.CreateRagdollJoints(model) local parts = indexParts(model) createAdditionalAttachments(parts, R15_ADDITIONAL_ATTACHMENTS) createRigJoints(parts, R15_RAGDOLL_RIG) createNoCollides(parts, R15_NO_COLLIDES) end function Rigging.RemoveRagdollJoints(model) for _, descendant in pairs(model:GetDescendants()) do -- Remove BallSockets and NoCollides, leave the additional Attachments if (descendant:IsA("BallSocketConstraint") and descendant.Name == BALL_SOCKET_NAME) or (descendant:IsA("NoCollisionConstraint") and descendant.Name == NO_COLLIDE_NAME) then descendant:Destroy() end end end function Rigging.DisableMotors(model) -- Note: We intentionally do not disable the root joint so that the mechanism root of the -- character stays consistent when we break joints on the client. This avoid the need for the client to wait -- for re-assignment of network ownership of a new mechanism, which creates a visible hitch. local motors = disableMotorSet(model, R15_MOTOR6DS) -- Set the root part to non-collide local rootPart = model.PrimaryPart or model:FindFirstChild("HumanoidRootPart") if rootPart and rootPart:IsA("BasePart") then rootPart.CanCollide = false end local head = model:FindFirstChild("Head") if head and head:IsA("BasePart") then head.CanCollide = true end return motors end function Rigging.EnableMotors(model) local motors = enableMotorSet(model, R15_MOTOR6DS) -- Set the root part to collide local rootPart = model.PrimaryPart or model:FindFirstChild("HumanoidRootPart") if rootPart and rootPart:IsA("BasePart") then rootPart.CanCollide = true end local head = model:FindFirstChild("Head") if head and head:IsA("BasePart") then head.CanCollide = false end return motors end local module = {} local ragdolls = {} function module.Enable(model) local humanoid = model:WaitForChild("Humanoid") humanoid:ChangeState(Enum.HumanoidStateType.Physics) Rigging.CreateRagdollJoints(model) Rigging.DisableMotors(model) for _, anim in ipairs(humanoid.Animator:GetPlayingAnimationTracks()) do anim:Stop() end setJointFriction(model) end function module.Disable(model) local humanoid = model:WaitForChild("Humanoid") humanoid:ChangeState(Enum.HumanoidStateType.GettingUp) Rigging.EnableMotors(model) Rigging.RemoveRagdollJoints(model) end function module.Start(character) local info = {} local function Changed() local ragdoll = character:GetAttribute('ragdoll') if ragdoll then module.Enable(character) else module.Disable(character) end end info.changed = character:GetAttributeChangedSignal('ragdoll'):Connect(Changed) ragdolls[character] = info end function module.Stop(character) local info = character and ragdolls[character] if info then info.changed:Disconnect() ragdolls[character] = nil end end return module
----------------------------------------------- -- maletItem.lua -- The code for the mace, when it is in the player's inventory. -- Created by NimbusBP1729 ----------------------------------------------- return{ name = 'mallet', type = 'weapon', }
local M = {} function M.remote() local branch = vim.fn["gina#component#repo#branch"]() local tracking = vim.fn["gina#component#repo#track"]() local remote_name = tracking:sub(1, #tracking - #branch - 1) if remote_name == "" then return "origin" end return remote_name end function M._revision() local tmp = vim.fn.getreg("+") vim.fn["gina#action#call"]("yank:rev") local revision = vim.fn.getreg("+") vim.fn.setreg("+", tmp) return revision end function M._path() local tmp = vim.fn.getreg("+") vim.fn["gina#action#call"]("yank:path") local path = vim.fn.getreg("+") vim.fn.setreg("+", tmp) return path end function M.toggle_buffer(cmd, filetype) if vim.bo.filetype ~= filetype then return vim.cmd("Gina " .. cmd) end if #vim.fn.tabpagebuflist(vim.fn.tabpagenr()) == 1 then return vim.cmd("edit #") end vim.cmd("quit") end function M.push_cmd() local revision = M._revision() return "Gina! push origin " .. revision end function M.fixup() local revision = M._revision() vim.cmd("Gina! commit --fixup=" .. revision) end function M.rebase_i() local revision = M._revision() vim.cmd("terminal") vim.fn.jobsend(vim.b.terminal_job_id, "git rebase -i --autosquash " .. revision .. "~" .. vim.api.nvim_eval([["\<CR>"]])) end function M.stash_file() local path = M._path() vim.cmd("Gina! stash -- " .. path) end function M.yank_rev() vim.fn["gina#action#call"]("yank:rev") vim.api.nvim_echo({{vim.fn.getreg("+")}}, true, {}) end function M.browse_yank() vim.fn["gina#action#call"]("browse:yank") vim.api.nvim_echo({{vim.fn.getreg("+")}}, true, {}) end function M.edit(action) local splitted = vim.split(vim.fn.getline("."), " ") if #splitted == 0 then return end local file_part = splitted[#splitted] local git = vim.fn["gina#core#get_or_fail"]() local abspath = vim.fn["gina#core#repo#abspath"](git, "") local path = abspath .. vim.fn.substitute(file_part, "\\v(\\t\\e[31m|\\e\\[m)", "", "g") if vim.fn.isdirectory(path) == 0 then return vim.fn["gina#action#call"](action) end if action == "edit:tab" then vim.cmd("tabnew") end vim.cmd("lcd " .. path) require("kivi").open() end function M.relpath() local git = vim.fn["gina#core#get_or_fail"]() local abspath = vim.fn["gina#core#repo#abspath"](git, "") local curpath = vim.fn.substitute(vim.fn.expand("%:p"), "\\", "/", "g") return vim.fn.substitute(curpath, abspath, "", "") end return M
local RUF = RUF or LibStub("AceAddon-3.0"):GetAddon("RUF") local LSM = LibStub("LibSharedMedia-3.0") local _, ns = ... local oUF = ns.oUF local elementName = 'TargetMark' local stringIconCircle = RUF.IndicatorGlyphs['Target-Circle'] local stringIconCross = RUF.IndicatorGlyphs['Target-Cross'] local stringIconDiamond = RUF.IndicatorGlyphs['Target-Diamond'] local stringIconMoon = RUF.IndicatorGlyphs['Target-Moon'] local stringIconSkull = RUF.IndicatorGlyphs['Target-Skull'] local stringIconSquare = RUF.IndicatorGlyphs['Target-Square'] local stringIconStar = RUF.IndicatorGlyphs['Target-Star'] local stringIconTriangle = RUF.IndicatorGlyphs['Target-Triangle'] local GetRaidTargetIndex = GetRaidTargetIndex local SetRaidTargetIconTexture = SetRaidTargetIconTexture local function Update(self, event) local element = self.TargetMarkIndicator element.Enabled = RUF.db.profile.unit[self.frame].Frame.Indicators[elementName].Enabled if(element.PreUpdate) then element:PreUpdate() end if element.Enabled == true then self:EnableElement(elementName..'Indicator') local index = GetRaidTargetIndex(self.unit) if(index) then element:Show() if index == 1 then -- Star element:SetText(stringIconStar) element:SetWidth(element:GetStringWidth()+2) element:SetTextColor(1,234/255,0/255) elseif index == 2 then -- Circle element:SetText(stringIconCircle) element:SetWidth(element:GetStringWidth()+2) element:SetTextColor(1,156/255,0/255) elseif index == 3 then -- Diamond element:SetText(stringIconDiamond) element:SetWidth(element:GetStringWidth()+2) element:SetTextColor(240/255,0/255,255/255) elseif index == 4 then -- Triangle element:SetText(stringIconTriangle) element:SetWidth(element:GetStringWidth()+2) element:SetTextColor(46/255,206/255,0/255) elseif index == 5 then -- Moon element:SetText(stringIconMoon) element:SetWidth(element:GetStringWidth()+2) element:SetTextColor(163/255,217/255,255/255) elseif index == 6 then -- Square element:SetText(stringIconSquare) element:SetWidth(element:GetStringWidth()+2) element:SetTextColor(61/255,180/255,255/255) elseif index == 7 then -- Cross element:SetText(stringIconCross) element:SetWidth(element:GetStringWidth()+2) element:SetTextColor(1,52/255,52/255) elseif index == 8 then -- Skull element:SetText(stringIconSkull) element:SetWidth(element:GetStringWidth()+2) element:SetTextColor(1,253/255,229/255) else element:SetText(" ") element:SetWidth(1) element:Hide() end else element:SetText(" ") element:SetWidth(1) element:Hide() end if RUF.db.global.TestMode == true then element:SetText(stringIconStar) -- Star element:SetTextColor(1,234/255,0/255) element:SetWidth(element:GetStringWidth()+2) element:Show() end else self:DisableElement('TargetMarkIndicator') element:Hide() end if(element.PostUpdate) then return element:PostUpdate() end end local function Path(self, ...) return (self.TargetMarkIndicator.Override or Update) (self, ...) end local function ForceUpdate(element) if(not element.__owner.unit) then return end return Path(element.__owner, 'ForceUpdate') end local function Enable(self) local element = self.TargetMarkIndicator if(element) then element.__owner = self element.ForceUpdate = ForceUpdate self:RegisterEvent('RAID_TARGET_UPDATE', Path, true) local profileReference = RUF.db.profile.unit[self.frame].Frame.Indicators[elementName] element:SetFont([[Interface\Addons\RUF\Media\RUF.ttf]], profileReference.Size, 'OUTLINE') element:SetText(' ') element:SetJustifyH('CENTER') element:ClearAllPoints() element:SetPoint( profileReference.Position.AnchorFrom, RUF.GetIndicatorAnchorFrame(self,self.frame,elementName), profileReference.Position.AnchorTo, profileReference.Position.x, profileReference.Position.y ) element:Show() return true end end local function Disable(self) local element = self.TargetMarkIndicator if(element) then element:Hide() self:UnregisterEvent('RAID_TARGET_UPDATE', Path) end end oUF:AddElement('TargetMarkIndicator', Path, Enable, Disable) function RUF.Indicators.TargetMark(self, unit) local element = self.Indicators:CreateFontString(self:GetName()..".TargetMarkIndicator", "OVERLAY") element:SetPoint( RUF.db.profile.unit[unit].Frame.Indicators[elementName].Position.AnchorFrom, RUF.GetIndicatorAnchorFrame(self,unit,elementName), RUF.db.profile.unit[unit].Frame.Indicators[elementName].Position.AnchorTo, RUF.db.profile.unit[unit].Frame.Indicators[elementName].Position.x, RUF.db.profile.unit[unit].Frame.Indicators[elementName].Position.y ) element:SetFont([[Interface\Addons\RUF\Media\RUF.ttf]], RUF.db.profile.unit[unit].Frame.Indicators[elementName].Size, "OUTLINE") self.TargetMarkIndicator = element end
local VIS = {} VIS.event = Sonus.lib.NewEventEmitter() VIS.items = {} VIS.itemSize = 20 VIS.itemAccel = 0 VIS.bars = 320 VIS.memeFactor = 0 VIS.memeCrement = 41 -- prime VIS.actualMemeFactor = 0 VIS.rectAng = 0 local canShake = CreateClientConVar("sonus_genesis_shake",1,true,false,"Enable screenshakes") local shakeMagnitude = CreateClientConVar("sonus_genesis_shake_magnitude",10,true,false,"Screenshake magnitude") local shakeSensitivity = CreateClientConVar("sonus_genesis_shake_sensitivity",10,true,false,"Screenshake magnitude") local rotatyBox = CreateClientConVar("sonus_genesis_rotatybox",1,true,false,"Enable rotating box") function VIS:AddItem() local right = math.random(0,1) == 0 self.items[#self.items+1] = { x = right and ScrW() or -self.itemSize, -- y = math.random(ScrH()/4,ScrH()), y = math.sin(CurTime()) * ScrH()*3/8 + ScrH() * 5/8, vel_x = (right and -1 or 1) * math.random(50,350), vel_y = -math.random(0,300), col = HSVToColor((self.audioData.TotalEnergy*720+60) % 360,0.75,1) } self.items[#self.items].col.a = self.audioData.TotalEnergy * 120 + 50 end function VIS:DrawItems() local items = {} for i,item in ipairs(self.items) do surface.SetDrawColor(item.col) surface.DrawRect(item.x,item.y,self.itemSize,self.itemSize) item.x = item.x + (item.vel_x * (RealFrameTime() + self.itemAccel)) item.y = item.y + item.vel_y * (RealFrameTime() + self.itemAccel) item.vel_y = item.vel_y + 250 * (RealFrameTime() + self.itemAccel) + self.audioData.TotalEnergy * 0.001 if (item.x >= -self.itemSize) and (item.x <= ScrW()) and (item.y >= -self.itemSize) and (item.y <= ScrH()) then items[#items+1] = item end end self.items = items end VIS.event:on("Bass.peak",function(...) for i=1,10 do VIS:AddItem() end VIS.itemAccel = VIS.itemAccel + 0.1 VIS.memeFactor = VIS.memeFactor + VIS.memeCrement end) VIS.event:on("Peak",function(...) VIS.memeFactor = VIS.memeFactor + VIS.memeCrement end) function draw.RotatedBox(x,y,w,h,ang,color) draw.NoTexture() surface.SetDrawColor(color or Color(255,255,255)) surface.DrawTexturedRectRotated(x,y,w,h,ang) end function VIS:DrawBars(amount,start) local lp = Sonus.lib.LowPassFilter(self.audioData.EnergiesArray,self.bars,amount,start) Sonus.lib.SmoothFilter(lp,5) local width = math.floor(ScrW()/self.bars) for i,energy in ipairs(lp) do local height = math.floor(energy^0.5 * 10^3.75) surface.DrawRect(ScrW() * 0.5 + (i - self.bars/2 - 1) * width,ScrH() - height,width,height) end end function VIS:GetPowerColor(a,offset) local powerColor = HSVToColor((self.actualMemeFactor + offset) % 360,1,1) powerColor.a = a return powerColor end VIS.event:on("Draw",function() VIS.itemAccel = VIS.itemAccel - VIS.itemAccel / 8 VIS:DrawItems() VIS.actualMemeFactor = 0.2 * VIS.memeFactor + 0.8 * VIS.actualMemeFactor -- exponential smoothing VIS.rectAng = VIS.rectAng + VIS.audioData.TotalEnergy^2 * 50 if rotatyBox:GetBool() then draw.RotatedBox(ScrW()/2,ScrH()/4,100,100,VIS.rectAng,VIS:GetPowerColor(150,0)) draw.SimpleText(string.format("%.3f W/m^2",VIS.audioData.TotalEnergy),"DermaDefault",ScrW()/2,ScrH()/4,Color(255,255,255),TEXT_ALIGN_CENTER,TEXT_ALIGN_CENTER) end if IsValid(VIS.Channel) then local elapsed = VIS.Channel:GetTime() local frac = (elapsed / VIS.Channel:GetLength()) surface.SetDrawColor(10,10,10,150) surface.DrawRect(0,0,ScrW(),8) surface.SetDrawColor(250,250,250,150) surface.DrawRect(0,0,ScrW() * frac,8) if elapsed <= 10 then if VIS.Metadata and VIS.Metadata.Title then draw.SimpleText(VIS.Metadata.Title,"DermaLarge",elapsed/7.5*ScrW(),ScrH()/4 + 10,Color(255,255,255,150),TEXT_ALIGN_RIGHT,TEXT_ALIGN_CENTER) draw.SimpleText(VIS.Metadata.Artist,"DermaLarge",(1-elapsed/7.5)*ScrW(),ScrH()*3/4 + 10,Color(255,255,255,150),TEXT_ALIGN_LEFT,TEXT_ALIGN_CENTER) end end end surface.SetDrawColor(VIS:GetPowerColor(100,45)) VIS:DrawBars(#VIS.audioData.EnergiesArray/4,#VIS.audioData.EnergiesArray*3/4+1) surface.SetDrawColor(VIS:GetPowerColor(150,30)) VIS:DrawBars(#VIS.audioData.EnergiesArray/4,#VIS.audioData.EnergiesArray/2+1) surface.SetDrawColor(VIS:GetPowerColor(150,15)) VIS:DrawBars(#VIS.audioData.EnergiesArray/4,#VIS.audioData.EnergiesArray/4+1) surface.SetDrawColor(VIS:GetPowerColor(150,0)) VIS:DrawBars(#VIS.audioData.EnergiesArray/4,1) if canShake:GetBool() and (VIS.audioData.TotalEnergy^2*50) > shakeSensitivity:GetFloat() then util.ScreenShake(LocalPlayer():GetPos(),5,1,0.1,shakeMagnitude:GetFloat()) end end) Sonus.Player:RegisterVisualiser("genesis",VIS) :SetName("Genesis") :SetVersion("11.1.6")
local Transformer Transformer = require("moonscript.transform.transformer").Transformer local NameProxy, LocalName, is_name_proxy do local _obj_0 = require("moonscript.transform.names") NameProxy, LocalName, is_name_proxy = _obj_0.NameProxy, _obj_0.LocalName, _obj_0.is_name_proxy end local Run, transform_last_stm, implicitly_return, last_stm do local _obj_0 = require("moonscript.transform.statements") Run, transform_last_stm, implicitly_return, last_stm = _obj_0.Run, _obj_0.transform_last_stm, _obj_0.implicitly_return, _obj_0.last_stm end local types = require("moonscript.types") local build, ntype, is_value, smart_node, value_is_singular, is_slice, NOOP build, ntype, is_value, smart_node, value_is_singular, is_slice, NOOP = types.build, types.ntype, types.is_value, types.smart_node, types.value_is_singular, types.is_slice, types.NOOP local insert insert = table.insert local destructure = require("moonscript.transform.destructure") local construct_comprehension construct_comprehension = require("moonscript.transform.comprehension").construct_comprehension local unpack unpack = require("moonscript.util").unpack local with_continue_listener with_continue_listener = function(body) local continue_name = nil return { Run(function(self) return self:listen("continue", function() if not (continue_name) then continue_name = NameProxy("continue") self:put_name(continue_name) end return continue_name end) end), build.group(body), Run(function(self) if not (continue_name) then return end local last = last_stm(body) local enclose_lines = types.terminating[last and ntype(last)] self:put_name(continue_name, nil) return self:splice(function(lines) if enclose_lines then lines = { "do", { lines } } end return { { "assign", { continue_name }, { "false" } }, { "repeat", "true", { lines, { "assign", { continue_name }, { "true" } } } }, { "if", { "not", continue_name }, { { "break" } } } } end) end) } end local extract_declarations extract_declarations = function(self, body, start, out) if body == nil then body = self.current_stms end if start == nil then start = self.current_stm_i + 1 end if out == nil then out = { } end for i = start, #body do local _continue_0 = false repeat local stm = body[i] if stm == nil then _continue_0 = true break end stm = self.transform.statement(stm) body[i] = stm local _exp_0 = stm[1] if "assign" == _exp_0 or "declare" == _exp_0 then local _list_0 = stm[2] for _index_0 = 1, #_list_0 do local name = _list_0[_index_0] if ntype(name) == "ref" then insert(out, name) elseif type(name) == "string" then insert(out, name) end end elseif "group" == _exp_0 then extract_declarations(self, stm[2], 1, out) end _continue_0 = true until true if not _continue_0 then break end end return out end local expand_elseif_assign expand_elseif_assign = function(ifstm) for i = 4, #ifstm do local case = ifstm[i] if ntype(case) == "elseif" and ntype(case[2]) == "assign" then local split = { unpack(ifstm, 1, i - 1) } insert(split, { "else", { { "if", case[2], case[3], unpack(ifstm, i + 1) } } }) return split end end return ifstm end return Transformer({ transform = function(self, tuple) local _, node, fn _, node, fn = tuple[1], tuple[2], tuple[3] return fn(node) end, root_stms = function(self, body) return transform_last_stm(body, implicitly_return(self)) end, ["return"] = function(self, node) local ret_val = node[2] local ret_val_type = ntype(ret_val) if ret_val_type == "explist" and #ret_val == 2 then ret_val = ret_val[2] ret_val_type = ntype(ret_val) end if types.cascading[ret_val_type] then return implicitly_return(self)(ret_val) end if ret_val_type == "chain" or ret_val_type == "comprehension" or ret_val_type == "tblcomprehension" then local Value = require("moonscript.transform.value") ret_val = Value:transform_once(self, ret_val) if ntype(ret_val) == "block_exp" then return build.group(transform_last_stm(ret_val[2], function(stm) return { "return", stm } end)) end end node[2] = ret_val return node end, declare_glob = function(self, node) local names = extract_declarations(self) if node[2] == "^" then do local _accum_0 = { } local _len_0 = 1 for _index_0 = 1, #names do local _continue_0 = false repeat local name = names[_index_0] local str_name if ntype(name) == "ref" then str_name = name[2] else str_name = name end if not (str_name:match("^%u")) then _continue_0 = true break end local _value_0 = name _accum_0[_len_0] = _value_0 _len_0 = _len_0 + 1 _continue_0 = true until true if not _continue_0 then break end end names = _accum_0 end end return { "declare", names } end, assign = function(self, node) local names, values = unpack(node, 2) local num_values = #values local num_names = #values if num_names == 1 and num_values == 1 then local first_value = values[1] local first_name = names[1] local first_type = ntype(first_value) if first_type == "chain" then local Value = require("moonscript.transform.value") first_value = Value:transform_once(self, first_value) first_type = ntype(first_value) end local _exp_0 = ntype(first_value) if "block_exp" == _exp_0 then local block_body = first_value[2] local idx = #block_body block_body[idx] = build.assign_one(first_name, block_body[idx]) return build.group({ { "declare", { first_name } }, { "do", block_body } }) elseif "comprehension" == _exp_0 or "tblcomprehension" == _exp_0 or "foreach" == _exp_0 or "for" == _exp_0 or "while" == _exp_0 then local Value = require("moonscript.transform.value") return build.assign_one(first_name, Value:transform_once(self, first_value)) else values[1] = first_value end end local transformed if num_values == 1 then local value = values[1] local t = ntype(value) if t == "decorated" then value = self.transform.statement(value) t = ntype(value) end if types.cascading[t] then local ret ret = function(stm) if is_value(stm) then return { "assign", names, { stm } } else return stm end end transformed = build.group({ { "declare", names }, self.transform.statement(value, ret, node) }) end end node = transformed or node if destructure.has_destructure(names) then return destructure.split_assign(self, node) end return node end, continue = function(self, node) local continue_name = self:send("continue") if not (continue_name) then error("continue must be inside of a loop") end return build.group({ build.assign_one(continue_name, "true"), { "break" } }) end, export = function(self, node) if #node > 2 then if node[2] == "class" then local cls = smart_node(node[3]) return build.group({ { "export", { cls.name } }, cls }) else return build.group({ { "export", node[2] }, build.assign({ names = node[2], values = node[3] }) }) end else return nil end end, update = function(self, node) local name, op, exp = unpack(node, 2) local op_final = op:match("^(.+)=$") if not op_final then error("Unknown op: " .. op) end local lifted if ntype(name) == "chain" then lifted = { } local new_chain do local _accum_0 = { } local _len_0 = 1 for _index_0 = 3, #name do local part = name[_index_0] if ntype(part) == "index" then local proxy = NameProxy("update") table.insert(lifted, { proxy, part[2] }) _accum_0[_len_0] = { "index", proxy } else _accum_0[_len_0] = part end _len_0 = _len_0 + 1 end new_chain = _accum_0 end if next(lifted) then name = { name[1], name[2], unpack(new_chain) } end end if not (value_is_singular(exp)) then exp = { "parens", exp } end local out = build.assign_one(name, { "exp", name, op_final, exp }) if lifted and next(lifted) then local names do local _accum_0 = { } local _len_0 = 1 for _index_0 = 1, #lifted do local l = lifted[_index_0] _accum_0[_len_0] = l[1] _len_0 = _len_0 + 1 end names = _accum_0 end local values do local _accum_0 = { } local _len_0 = 1 for _index_0 = 1, #lifted do local l = lifted[_index_0] _accum_0[_len_0] = l[2] _len_0 = _len_0 + 1 end values = _accum_0 end out = build.group({ { "assign", names, values }, out }) end return out end, import = function(self, node) local names, source = unpack(node, 2) local table_values do local _accum_0 = { } local _len_0 = 1 for _index_0 = 1, #names do local name = names[_index_0] local dest_name if ntype(name) == "colon" then dest_name = name[2] else dest_name = name end local _value_0 = { { "key_literal", name }, dest_name } _accum_0[_len_0] = _value_0 _len_0 = _len_0 + 1 end table_values = _accum_0 end local dest = { "table", table_values } return { "assign", { dest }, { source }, [-1] = node[-1] } end, comprehension = function(self, node, action) local exp, clauses = unpack(node, 2) action = action or function(exp) return { exp } end return construct_comprehension(action(exp), clauses) end, ["do"] = function(self, node, ret) if ret then node[2] = transform_last_stm(node[2], ret) end return node end, decorated = function(self, node) local stm, dec = unpack(node, 2) local wrapped local _exp_0 = dec[1] if "if" == _exp_0 then local cond, fail = unpack(dec, 2) if fail then fail = { "else", { fail } } end wrapped = { "if", cond, { stm }, fail } elseif "unless" == _exp_0 then wrapped = { "unless", dec[2], { stm } } elseif "comprehension" == _exp_0 then wrapped = { "comprehension", stm, dec[2] } else wrapped = error("Unknown decorator " .. dec[1]) end if ntype(stm) == "assign" then wrapped = build.group({ build.declare({ names = (function() local _accum_0 = { } local _len_0 = 1 local _list_0 = stm[2] for _index_0 = 1, #_list_0 do local name = _list_0[_index_0] if ntype(name) == "ref" then _accum_0[_len_0] = name _len_0 = _len_0 + 1 end end return _accum_0 end)() }), wrapped }) end return wrapped end, unless = function(self, node) local clause = node[2] if ntype(clause) == "assign" then if destructure.has_destructure(clause[2]) then error("destructure not allowed in unless assignment") end return build["do"]({ clause, { "if", { "not", clause[2][1] }, unpack(node, 3) } }) else return { "if", { "not", { "parens", clause } }, unpack(node, 3) } end end, ["if"] = function(self, node, ret) if ntype(node[2]) == "assign" then local assign, body = unpack(node, 2) if destructure.has_destructure(assign[2]) then local name = NameProxy("des") body = { destructure.build_assign(self, assign[2][1], name), build.group(node[3]) } return build["do"]({ build.assign_one(name, assign[3][1]), { "if", name, body, unpack(node, 4) } }) else local name = assign[2][1] return build["do"]({ assign, { "if", name, unpack(node, 3) } }) end end node = expand_elseif_assign(node) if ret then smart_node(node) node['then'] = transform_last_stm(node['then'], ret) for i = 4, #node do local case = node[i] local body_idx = #node[i] case[body_idx] = transform_last_stm(case[body_idx], ret) end end return node end, with = function(self, node, ret) local exp, block = unpack(node, 2) local copy_scope = true local scope_name, named_assign do local last = last_stm(block) if last then if types.terminating[ntype(last)] then ret = false end end end if ntype(exp) == "assign" then local names, values = unpack(exp, 2) local first_name = names[1] if ntype(first_name) == "ref" then scope_name = first_name named_assign = exp exp = values[1] copy_scope = false else scope_name = NameProxy("with") exp = values[1] values[1] = scope_name named_assign = { "assign", names, values } end elseif self:is_local(exp) then scope_name = exp copy_scope = false end scope_name = scope_name or NameProxy("with") local out = build["do"]({ copy_scope and build.assign_one(scope_name, exp) or NOOP, named_assign or NOOP, Run(function(self) return self:set("scope_var", scope_name) end), unpack(block) }) if ret then table.insert(out[2], ret(scope_name)) end return out end, foreach = function(self, node, _) smart_node(node) local source = unpack(node.iter) local destructures = { } do local _accum_0 = { } local _len_0 = 1 for i, name in ipairs(node.names) do if ntype(name) == "table" then do local proxy = NameProxy("des") insert(destructures, destructure.build_assign(self, name, proxy)) _accum_0[_len_0] = proxy end else _accum_0[_len_0] = name end _len_0 = _len_0 + 1 end node.names = _accum_0 end if next(destructures) then insert(destructures, build.group(node.body)) node.body = destructures end if ntype(source) == "unpack" then local list = source[2] local index_name = NameProxy("index") local list_name = self:is_local(list) and list or NameProxy("list") local slice_var = nil local bounds if is_slice(list) then local slice = list[#list] table.remove(list) table.remove(slice, 1) if self:is_local(list) then list_name = list end if slice[2] and slice[2] ~= "" then local max_tmp_name = NameProxy("max") slice_var = build.assign_one(max_tmp_name, slice[2]) slice[2] = { "exp", max_tmp_name, "<", 0, "and", { "length", list_name }, "+", max_tmp_name, "or", max_tmp_name } else slice[2] = { "length", list_name } end bounds = slice else bounds = { 1, { "length", list_name } } end local names do local _accum_0 = { } local _len_0 = 1 local _list_0 = node.names for _index_0 = 1, #_list_0 do local n = _list_0[_index_0] _accum_0[_len_0] = is_name_proxy(n) and n or LocalName(n) or n _len_0 = _len_0 + 1 end names = _accum_0 end return build.group({ list_name ~= list and build.assign_one(list_name, list) or NOOP, slice_var or NOOP, build["for"]({ name = index_name, bounds = bounds, body = { { "assign", names, { NameProxy.index(list_name, index_name) } }, build.group(node.body) } }) }) end node.body = with_continue_listener(node.body) end, ["while"] = function(self, node) smart_node(node) node.body = with_continue_listener(node.body) end, ["for"] = function(self, node) smart_node(node) node.body = with_continue_listener(node.body) end, switch = function(self, node, ret) local exp, conds = unpack(node, 2) local exp_name = NameProxy("exp") local convert_cond convert_cond = function(cond) local t, case_exps, body = unpack(cond) local out = { } insert(out, t == "case" and "elseif" or "else") if t ~= "else" then local cond_exp = { } for i, case in ipairs(case_exps) do if i == 1 then insert(cond_exp, "exp") else insert(cond_exp, "or") end if not (value_is_singular(case)) then case = { "parens", case } end insert(cond_exp, { "exp", case, "==", exp_name }) end insert(out, cond_exp) else body = case_exps end if ret then body = transform_last_stm(body, ret) end insert(out, body) return out end local first = true local if_stm = { "if" } for _index_0 = 1, #conds do local cond = conds[_index_0] local if_cond = convert_cond(cond) if first then first = false insert(if_stm, if_cond[2]) insert(if_stm, if_cond[3]) else insert(if_stm, if_cond) end end return build.group({ build.assign_one(exp_name, exp), if_stm }) end, class = require("moonscript.transform.class") })
require"Engine" Game=class({ static={ Initialize=function(self) AssetManager:Initialize() GraphicManager:Initialize() SceneManager:Initialize(require("./Assets/scenes/level1/scene")) DebugManager:Initialize() end, Tick=function(self,delta) AssetManager:Tick(delta) SceneManager:Tick(delta) GraphicManager:Tick(delta) DebugManager:Tick(delta) end, Finalize=function(self) AssetManager:Finalize() SceneManager:Finalize() GraphicManager:Finalize() DebugManager:Finalize() end } })
local GlobalLoot = Class(function(self,inst) self.inst = inst self.loot = {} self.inst:ListenForEvent("entity_death", function(world, data) self:OnEntityDeath(data) end, GetWorld()) end) function GlobalLoot:AddGlobalLoot(data) table.insert(self.loot, data) end function GlobalLoot:OnEntityDeath(data) for k,v in pairs(self.loot) do local canDrop = true if v.candropfn and not v.candropfn(data.inst, v.loot) then canDrop = false end if v.droppers and not table.contains(v.droppers, data.inst.prefab) then canDrop = false end if canDrop then if math.random() < v.dropchance then data.inst.components.lootdropper:SpawnLootPrefab(v.loot) end end end end return GlobalLoot
function sysCall_init() -- do some initialization here: -- Make sure you read the section on "Accessing general-type objects programmatically" -- For instance, if you wish to retrieve the handle of a scene object, use following instruction: -- -- handle=sim.getObjectHandle('sceneObjectName') -- -- Above instruction retrieves the handle of 'sceneObjectName' if this script's name has no '#' in it -- -- If this script's name contains a '#' (e.g. 'someName#4'), then above instruction retrieves the handle of object 'sceneObjectName#4' -- This mechanism of handle retrieval is very convenient, since you don't need to adjust any code when a model is duplicated! -- So if the script's name (or rather the name of the object associated with this script) is: -- -- 'someName', then the handle of 'sceneObjectName' is retrieved -- 'someName#0', then the handle of 'sceneObjectName#0' is retrieved -- 'someName#1', then the handle of 'sceneObjectName#1' is retrieved -- ... -- -- If you always want to retrieve the same object's handle, no matter what, specify its full name, including a '#': -- -- handle=sim.getObjectHandle('sceneObjectName#') always retrieves the handle of object 'sceneObjectName' -- handle=sim.getObjectHandle('sceneObjectName#0') always retrieves the handle of object 'sceneObjectName#0' -- handle=sim.getObjectHandle('sceneObjectName#1') always retrieves the handle of object 'sceneObjectName#1' -- ... -- -- Refer also to sim.getCollisionhandle, sim.getDistanceHandle, sim.getIkGroupHandle, etc. end
local combat = Combat() combat:setParameter(COMBAT_PARAM_TYPE, COMBAT_EARTHDAMAGE) combat:setParameter(COMBAT_PARAM_EFFECT, CONST_ME_SMALLPLANTS) combat:setParameter(COMBAT_PARAM_DISTANCEEFFECT, CONST_ANI_EARTH) local condition = Condition(CONDITION_POISON) condition:setParameter(CONDITION_PARAM_DELAYED, 1) condition:addDamage(25, 3000, -45) combat:addCondition(condition) local spell = Spell("instant") function spell.onCastSpell(creature, var) return combat:execute(creature, var) end spell:group("attack") spell:id(142) spell:name("Envenom") spell:words("utori pox") spell:level(50) spell:mana(30) spell:range(3) spell:isAggressive(true) spell:needTarget(true) spell:blockWalls(true) spell:cooldown(40 * 1000) spell:groupCooldown(2 * 1000) spell:needLearn(false) spell:vocation("druid;true", "elder druid;true") spell:register()
local syntax = require "core.syntax" syntax.add { files = {"%.fountain$"}, patterns = { { pattern = {"/%*", "%*/"}, type = "comment" }, -- this is the boneyard { regex = "^\\s*!\\s*.+", type = "normal"}, { regex = "^\\s*~\\s*.+", type = "lyrics" }, { pattern = {"%(", "%)"}, type = "parenthetical" }, { pattern = {"_", "_"}, type = "underline" }, { pattern = {"%*", "%*"}, type = "italic" }, { pattern = {"%*%*", "%*%*"}, type = "bold" }, { pattern = {"%[%[", "%]%]"}, type = "note"}, { pattern = "^===+", type = "linebreak" }, { regex = {"^\\s*[iIeE][nNxX][tT].*?\\n", "^\n"}, type = "heading" }, -- yes, this will detect "ixt." and "ent." but I don't care { regex = "^\\s*\\..*", type = "heading" }, { regex = "^\\s*[A-Z\\s]*\\s+TO:\\s*$", type = "transition"}, { regex = "^\\s*>[^<]*$", type = "transition" }, { pattern = {">%s*", "%s*[<%c]"}, type = "center" }, { regex = {"^\\s*[A-Z\\.\\s^]+\\s*(\\(.*?\\))?\\s*\n", "^\n"}, type = "character" }, { regex = {"^\\s*@", "^\n"}, type = "character" }, }, symbols = {} }
local conf = require("configuration") local current_version = 010204 -- 1.2.4 ---@param player LuaPlayer local function reset_gui(player) local root = player.gui.left["mpp_settings_frame"] or player.gui.screen["mpp_settings_frame"] if root then root.destroy() end local cursor_stack = player.cursor_stack if cursor_stack and cursor_stack.valid and cursor_stack.valid_for_read and cursor_stack.name == "mining-patch-planner" then cursor_stack.clear() end end script.on_configuration_changed(function(config_changed_data) if config_changed_data.mod_changes["mining-patch-planner"] then local version = global.version or 0 if version < current_version then global.tasks = global.tasks or {} conf.initialize_deconstruction_filter() for player_index, data in ipairs(global.players) do ---@type LuaPlayer local player = game.players[player_index] reset_gui(player) conf.initialize_global(player_index) end end global.version = current_version else for player_index, data in ipairs(global.players) do reset_gui(game.players[player_index]) end end end)
local F, C = unpack(select(2, ...)) C.themes["Blizzard_ItemUpgradeUI"] = function() local ItemUpgradeFrame = ItemUpgradeFrame F.ReskinPortraitFrame(ItemUpgradeFrame) local itemButton = ItemUpgradeFrame.ItemButton itemButton.bg = F.CreateBDFrame(itemButton, .25) itemButton.Frame:SetTexture("") itemButton:SetPushedTexture("") local hl = itemButton:GetHighlightTexture() hl:SetColorTexture(1, 1, 1, .25) hooksecurefunc("ItemUpgradeFrame_Update", function() local icon, _, quality = GetItemUpgradeItemInfo() if icon then itemButton.IconTexture:SetTexCoord(.08, .92, .08, .92) local color = BAG_ITEM_QUALITY_COLORS[quality or 1] itemButton.bg:SetBackdropBorderColor(color.r, color.g, color.b) else itemButton.IconTexture:SetTexture("") itemButton.bg:SetBackdropBorderColor(0, 0, 0) end end) local textFrame = ItemUpgradeFrame.TextFrame F.StripTextures(textFrame) local bg = F.CreateBDFrame(textFrame, .25) bg:SetPoint("TOPLEFT", itemButton.IconTexture, "TOPRIGHT", 3, C.mult) bg:SetPoint("BOTTOMRIGHT", -6, 2) F.StripTextures(ItemUpgradeFrame.ButtonFrame) F.StripTextures(ItemUpgradeFrameMoneyFrame) F.ReskinIcon(ItemUpgradeFrameMoneyFrame.Currency.icon) F.Reskin(ItemUpgradeFrameUpgradeButton) end
return { size = { w = 9, h = 11 }, cells = { {0,0,0,0,0,0,0,0,0}, {1,1,1,1,1,1,1,1,1}, {1,0,0,0,1,0,0,0,1}, {1,0,1,1,1,1,1,0,1}, {1,0,1,0,1,0,1,0,1}, {1,1,1,1,1,1,1,1,1}, {1,0,1,0,1,0,1,0,1}, {1,0,1,1,1,1,1,0,1}, {1,0,0,0,1,0,0,0,1}, {1,1,1,1,1,1,1,1,1}, {0,0,0,0,0,0,0,0,0}, }, start_position = { x = 5, y = 6 }, start_shape = 'triangle', enemies = { { shape = 'hexagon', position = { x = 3, y = 6 } }, { shape = 'square', position = { x = 7, y = 6 } }, { shape = 'pentagon', position = { x = 3, y = 8 } }, { shape = 'circle', position = { x = 5, y = 4 } }, { shape = 'pentagon', position = { x = 7, y = 4 } }, { shape = 'circle', position = { x = 1, y = 10 } }, { shape = 'triangle', position = { x = 5, y = 10 } }, { shape = 'circle', position = { x = 9, y = 10 } }, { shape = 'triangle', position = { x = 9, y = 6 } }, { shape = 'triangle', position = { x = 1, y = 2 } }, { shape = 'square', position = { x = 5, y = 2 } }, { shape = 'triangle', position = { x = 9, y = 2 } }, }, intermission = { background = 'shape_hexagon.png', s_color = {96/256, 122/256, 143/256, 0}, o_color = {212/256, 8/256, 8/256, 0}, dialog = { "<other>Your lack of vision is disturbing, Shape.</>", "<other>Don't you see what we're trying to accomplish?</>", "<shape>You're trying to blow up the world like a bunch of maniacs.</>", "<other>That extremely shortsighted, Shape.</>", "<other>We're going to usher a new era!</>", "<other>Literally change the <big>shape</> of the world!</>", "<shape>And what about those who don't want to change?</>", "<other>They will be vanquished!</>", "<shape>Not if I can stop it!</>", "<other>Then come, Shape. Come.</>", "<other>I was looking for a challenge.</>" } } }
local folderOfThisFile = (...):match("(.-)[^%/%.]+$") local class = require(folderOfThisFile.."/middleclass") local Stack = class("Stack") function Stack:init() self._s = {} end function Stack:size() return #self._s end function Stack:pop() return table.remove(self._s, self:size()) end function Stack:push(item) table.insert(self._s, item) end return Stack
local playerService = game:GetService("Players") local dataMod = require(script.Parent.Data) local spawnParts = workspace.SpawnParts local initializeMod = {} local function getStage(stageNum) for _, stagePart in pairs(spawnParts:GetChildren()) do if stagePart:GetAttribute("Stage") == stageNum then return stagePart end end end playerService.PlayerAdded:Connect(function(player) player.CharacterAdded:Connect(function(char) char:WaitForChild("HumanoidRootPart") initializeMod.givePremiumTools(player) local stageNum = dataMod.get(player, "Stage") local spawnPoint = getStage(stageNum) task.wait() char:SetPrimaryPartCFrame(spawnPoint.CFrame * CFrame.new(0,3,0)) end) end) local collectionService = game:GetService("CollectionService") local marketService = game:GetService("MarketplaceService") local monetization = require(script.Parent.Monetization) local toolPasses = {} initializeMod.givePremiumTools = function(player) for _, passId in pairs(toolPasses) do local key = player.UserId local ownsPass = monetization.ownsPass(key, passId) local hasTag = collectionService:HasTag(player, passId) if hasTag or ownsPass then monetization[passId](player) end end end return initializeMod
local S = aurum.get_translator() aurum.magic.register_spell("summon_psyche_flare", { description = S"Summon Psyche Flare", max_level = 3, apply_requirements = function(pointed_thing) return not not minetest.get_pointed_thing_position(pointed_thing) end, apply = function(pointed_thing, level, player) local object = aurum.mobs.spawn(minetest.get_pointed_thing_position(pointed_thing), "aurum_mobs_monsters:psyche_flare") if object then local data = object:get_luaentity()._data.gemai data.attack.damage.psyche = 5 * level data.parent = b.ref_to_table(player) data.herd = "player:" .. player:get_player_name() return true end return false end, })
-- Copyright 2011-2012 Nils Nordman <nino at nordman.org> -- Copyright 2012-2014 Robert Gieseke <rob.g@web.de> -- License: MIT (see LICENSE) --[[ This example shows how to use the list with multi column items. It also illustrates the optional use of headers, as well as the fact that the `on_selection` callback will be passed the item exactly as it was given which lets you use any arbitrary field in the selection logic. ]] local M = {} local textredux = require 'textredux' local reduxstyle = textredux.core.style local function on_selection(list, item) -- We will get back exactly what we specified, so the code below will print -- the IDs we specify further down (1, 2 or 3) ui.statusbar_text = 'You selected ' .. item.id end function M.show_multi_column_list() local list = textredux.core.list.new('Multi column list') -- Set the headers. This is optional and can be skipped if so desired list.headers = { 'Thing', 'Is' } -- List of multi column items, with additional named fields list.items = { {'Volvo', 'Vehicle', id = 1}, {'Dog', 'Animal', id = 2}, {'Hell','Other people', id = 3} } list.column_styles = {reduxstyle.number, reduxstyle.operator} list.on_selection = on_selection list:show() end return M
data:extend({ { type = "technology", name = "toolbelt-2", icon = "__base__/graphics/technology/toolbelt.png", effects = { { type = "num-quick-bars", modifier = 1 } }, prerequisites = {"toolbelt"}, unit = { count = 150, ingredients = { {"science-pack-1", 1}, {"science-pack-2", 1} }, time = 30 }, order = "c-k-m" }, { type = "technology", name = "toolbelt-3", icon = "__base__/graphics/technology/toolbelt.png", effects = { { type = "num-quick-bars", modifier = 1 } }, prerequisites = {"toolbelt-2"}, unit = { count = 150, ingredients = { {"science-pack-1", 1}, {"science-pack-2", 1} }, time = 30 }, order = "c-k-m" }, })
local ScrollingDirection = import("../Enum/ScrollingDirection") local ScrollBarInset = import("../Enum/ScrollBarInset") local VerticalScrollBarPosition = import("../Enum/VerticalScrollBarPosition") local GuiObject = import("./GuiObject") local InstanceProperty = import("../InstanceProperty") local UDim2 = import("../types/UDim2") local Vector2 = import("../types/Vector2") local ScrollingFrame = GuiObject:extend("ScrollingFrame", { creatable = true, }) ScrollingFrame.properties.AbsoluteWindowSize = InstanceProperty.readOnly({ get = function(self) local size = self.AbsoluteSize local thickness = self.ScrollBarThickness local marginX = 0 local marginY = 0 if self:_canScrollHorizontal() then marginX = thickness end if self:_canScrollVertical() then marginY = thickness end return Vector2.new( math.max(0, size.X - marginX), math.max(0, size.Y - marginY) ) end, }) ScrollingFrame.properties.CanvasPosition = InstanceProperty.typed("Vector2", { getDefault = function() return Vector2.new() end, }) ScrollingFrame.properties.CanvasSize = InstanceProperty.typed("UDim2", { getDefault = function() return UDim2.new() end, }) ScrollingFrame.properties.ScrollBarThickness = InstanceProperty.typed("number", { getDefault = function() return 12 end, }) ScrollingFrame.properties.ScrollingDirection = InstanceProperty.enum(ScrollingDirection, { getDefault = function() return ScrollingDirection.XY end, }) ScrollingFrame.properties.ScrollingEnabled = InstanceProperty.typed("boolean", { getDefault = function() return true end, }) ScrollingFrame.properties.VerticalScrollBarInset = InstanceProperty.enum(ScrollBarInset, { getDefault = function() return ScrollBarInset.None end, }) ScrollingFrame.properties.VerticalScrollBarPosition = InstanceProperty.enum(VerticalScrollBarPosition, { getDefault = function() return VerticalScrollBarPosition.Right end, }) function ScrollingFrame.prototype:_canScrollHorizontal() local scrollDir = self.ScrollingDirection return self.ScrollingEnabled and (scrollDir == ScrollingDirection.X or scrollDir == ScrollingDirection.XY) end function ScrollingFrame.prototype:_canScrollVertical() local scrollDir = self.ScrollingDirection return self.ScrollingEnabled and (scrollDir == ScrollingDirection.Y or scrollDir == ScrollingDirection.XY) end return ScrollingFrame
id = 'V-38473' severity = 'low' weight = 10.0 title = 'The system must use a separate file system for user home directories.' description = 'Ensuring that "/home" is mounted on its own partition enables the setting of more restrictive mount options, and also helps ensure that users cannot trivially fill partitions used for log or audit data storage.' fixtext = 'If user home directories will be stored locally, create a separate partition for "/home" at installation time (or migrate it later using LVM). If "/home" will be mounted from another system such as an NFS server, then creating a separate partition is not necessary at installation time, and the mountpoint can instead be configured later.' checktext = [=[Run the following command to determine if "/home" is on its own partition or logical volume: $ mount | grep "on /home " If "/home" has its own partition or volume group, a line will be returned. If no line is returned, this is a finding.]=] function test() end function fix() end
-- -- created with TexturePacker (http://www.codeandweb.com/texturepacker) -- -- $TexturePacker:SmartUpdate:7074c7415c306dddc6a06d689bb50f6b:80c2cc27212c0fb58d9ee62e7dfb33ab:2c81e27ca2ed04347d4c1025c5eca84f$ -- -- local sheetInfo = require("mysheet") -- local myImageSheet = graphics.newImageSheet( "mysheet.png", sheetInfo:getSheet() ) -- local sprite = display.newSprite( myImageSheet , {frames={sheetInfo:getFrameIndex("sprite")}} ) -- local SheetInfo = {} SheetInfo.sheet = { frames = { { -- 1024tree00 x=0, y=0, width=906, height=1024, sourceX = 59, sourceY = 0, sourceWidth = 1024, sourceHeight = 1024 }, { -- 128cloud00 x=0, y=1916, width=128, height=105, sourceX = 0, sourceY = 12, sourceWidth = 128, sourceHeight = 128 }, { -- 2048hills00 x=0, y=1024, width=2048, height=636, sourceX = 0, sourceY = 388, sourceWidth = 2048, sourceHeight = 1024 }, { -- 2048hills01 x=2048, y=0, width=2048, height=550, sourceX = 0, sourceY = 474, sourceWidth = 2048, sourceHeight = 1024 }, { -- 2048hills02 x=2048, y=550, width=2048, height=424, sourceX = 0, sourceY = 600, sourceWidth = 2048, sourceHeight = 1024 }, { -- 256cloud00 x=460, y=1660, width=256, height=209, sourceX = 0, sourceY = 24, sourceWidth = 256, sourceHeight = 256 }, { -- 256house00 x=0, y=1660, width=233, height=256, sourceX = 12, sourceY = 0, sourceWidth = 256, sourceHeight = 256 }, { -- 256tree00 x=233, y=1660, width=227, height=256, sourceX = 15, sourceY = 0, sourceWidth = 256, sourceHeight = 256 }, { -- 512tree00 x=906, y=0, width=454, height=512, sourceX = 29, sourceY = 0, sourceWidth = 512, sourceHeight = 512 }, }, sheetContentWidth = 4096, sheetContentHeight = 2048 } SheetInfo.frameIndex = { ["1024tree00"] = 1, ["128cloud00"] = 2, ["2048hills00"] = 3, ["2048hills01"] = 4, ["2048hills02"] = 5, ["256cloud00"] = 6, ["256house00"] = 7, ["256tree00"] = 8, ["512tree00"] = 9, } function SheetInfo:getSheet() return self.sheet; end function SheetInfo:getFrameIndex(name) return self.frameIndex[name]; end return SheetInfo
local ArchetypeManager = BaseClass() ECS.ArchetypeManager = ArchetypeManager function ArchetypeManager:Constructor( sharedComponentManager ) self.m_SharedComponentManager = sharedComponentManager self.m_TypeLookup = {} self.m_EmptyChunkPool = ECS.UnsafeLinkedListNode.New() ECS.UnsafeLinkedListNode.InitializeList(self.m_EmptyChunkPool) end -- local GetHash = function ( componentTypeInArchetypes ) -- local hash = HashUtility.Fletcher32(componentTypeInArchetypes, -- #componentTypeInArchetypes * sizeof(ComponentTypeInArchetype) / sizeof(ushort)) -- return hash -- end local GetTypesStr = function ( types, count ) local names = {} for i=1,count do table.insert(names, ECS.TypeManager.GetTypeNameByIndex(types[i].TypeIndex)) end table.sort(names) return table.concat(names, ":") end ArchetypeManager.GetTypesStr = GetTypesStr function ArchetypeManager:GetOrCreateArchetypeInternal( types, count, groupManager ) local type = self:GetExistingArchetype(types, count) return type~=nil and type or self:CreateArchetypeInternal(types, count, groupManager) end function ArchetypeManager:GetExistingArchetype( types, count ) local type_str = GetTypesStr(types, count) return self.m_TypeLookup[type_str] end function ArchetypeManager:GetOrCreateArchetype( types, count, groupManager ) local srcArchetype = self:GetOrCreateArchetypeInternal(types, count, groupManager) -- local removedTypes = 0 -- local prefabTypeIndex = ECS.TypeManager.GetTypeIndexByName("Prefab") -- for t=1,srcArchetype.TypesCount do -- local type = srcArchetype.Types[t] -- -- local skip = type.IsSystemStateComponent or type.IsSystemStateSharedComponent or (type.TypeIndex == prefabTypeIndex) -- -- if skip then -- -- removedTypes = removedTypes + 1 -- -- else -- types[t - removedTypes] = srcArchetype.Types[t] -- -- end -- end -- srcArchetype.InstantiableArchetype = srcArchetype -- if removedTypes > 0 then -- local instantiableArchetype = self:GetOrCreateArchetypeInternal(types, count-removedTypes, groupManager) -- srcArchetype.InstantiableArchetype = instantiableArchetype -- instantiableArchetype.InstantiableArchetype = instantiableArchetype -- end return srcArchetype end function ArchetypeManager:CreateArchetypeInternal( types, count, groupManager ) local type = {} type.TypesCount = count type.Types = types--should be deepcopy type.EntityCount = 0 type.ChunkCount = 0 type.NumSharedComponents = 0 type.SharedComponentOffset = nil -- local disabledTypeIndex = ECS.TypeManager.GetTypeIndex("Disabled") -- local prefabTypeIndex = ECS.TypeManager.GetTypeIndex("Prefab>") -- type.Disabled = false -- type.Prefab = false -- for i=1,count do -- if (ECS.TypeManager.GetTypeInfo(types[i].TypeIndex).Category == ECS.TypeManager.TypeCategory.ISharedComponentData) then -- type.NumSharedComponents = type.NumSharedComponents + 1 -- end -- if (types[i].TypeIndex == disabledTypeIndex) then -- type.Disabled = true -- end -- if (types[i].TypeIndex == prefabTypeIndex) then -- type.Prefab = true -- end -- end local scalarEntityPatchCount = 0 local bufferEntityPatchCount = 0 for i=1,count do local ct = ECS.TypeManager.GetTypeInfoByIndex(types[i].TypeIndex) local entityOffsets = ct.EntityOffsets if (entityOffsets ~= nil) then if (ct.BufferCapacity >= 0) then bufferEntityPatchCount = bufferEntityPatchCount + entityOffsets.Length else scalarEntityPatchCount = scalarEntityPatchCount + entityOffsets.Length end end end local chunkDataSize = ECS.Chunk.GetChunkBufferSize(type.TypesCount, type.NumSharedComponents) type.Offsets = {} type.SizeOfs = {} type.TypeMemoryOrder = {} type.ScalarEntityPatches = {} type.ScalarEntityPatchCount = scalarEntityPatchCount type.BufferEntityPatches = {} type.BufferEntityPatchCount = bufferEntityPatchCount local bytesPerInstance = 0 for i=1,count do local cType = ECS.TypeManager.GetTypeInfoByIndex(types[i].TypeIndex) local sizeOf = cType.SizeInChunk type.SizeOfs[i] = sizeOf bytesPerInstance = bytesPerInstance + sizeOf end type.ChunkCapacity = math.floor(chunkDataSize / bytesPerInstance) local memoryOrderings = {} for i=1,count do memoryOrderings[i] = ECS.TypeManager.GetTypeInfoByIndex(types[i].TypeIndex).MemoryOrdering end for i=1,count do local index = i while (index > 1 and memoryOrderings[i] < memoryOrderings[type.TypeMemoryOrder[index - 1]]) do type.TypeMemoryOrder[index] = type.TypeMemoryOrder[index - 1] index = index - 1 end type.TypeMemoryOrder[index] = i end local usedBytes = 0 for i=1,count do local index = type.TypeMemoryOrder[i] local sizeOf = type.SizeOfs[index] type.Offsets[index] = usedBytes usedBytes = usedBytes + sizeOf * type.ChunkCapacity end type.NumManagedArrays = 0 type.ManagedArrayOffset = null for i=1,count do if (ECS.TypeManager.GetTypeInfoByIndex(types[i].TypeIndex).Category == ECS.TypeManager.TypeCategory.Class) then type.NumManagedArrays = type.NumManagedArrays + 1 end end if (type.NumManagedArrays > 0) then type.ManagedArrayOffset = self.m_ArchetypeChunkAllocator.Allocate(sizeof(int) * count, 4) local mi = 0 for i=1,count do local index = type.TypeMemoryOrder[i] local cType = ECS.TypeManager.GetTypeInfoByIndex(types[index].TypeIndex) if (cType.Category == ECS.TypeManager.TypeCategory.Class) then type.ManagedArrayOffset[index] = mi mi = mi + 1 else type.ManagedArrayOffset[index] = -1 end end end if (type.NumSharedComponents > 0) then type.SharedComponentOffset = self.m_ArchetypeChunkAllocator.Allocate(sizeof(int) * count, 4) local mi = 0 for i=1,count do local index = type.TypeMemoryOrder[i] local cType = ECS.TypeManager.GetTypeInfoByIndex(types[index].TypeIndex) if (cType.Category == ECS.TypeManager.TypeCategory.ISharedComponentData) then type.SharedComponentOffset[index] = mi mi = mi + 1 else type.SharedComponentOffset[index] = -1 end end end -- local scalarPatchInfo = type.ScalarEntityPatches -- local bufferPatchInfo = type.BufferEntityPatches -- for i=1,count do -- local ct = ECS.TypeManager.GetTypeInfoByIndex(types[i].TypeIndex) -- local offsets = ct.EntityOffsets -- if (ct.BufferCapacity >= 0) then -- bufferPatchInfo = EntityRemapUtility.AppendBufferEntityPatches(bufferPatchInfo, offsets, type.Offsets[i], type.SizeOfs[i], ct.ElementSize); -- else -- scalarPatchInfo = EntityRemapUtility.AppendEntityPatches(scalarPatchInfo, offsets, type.Offsets[i], type.SizeOfs[i]); -- end -- end -- type.ScalarEntityPatchCount = scalarEntityPatchCount -- type.BufferEntityPatchCount = bufferEntityPatchCount type.PrevArchetype = self.m_LastArchetype self.m_LastArchetype = type type.ChunkList = ECS.UnsafeLinkedListNode.New() type.ChunkListWithEmptySlots = ECS.UnsafeLinkedListNode.New() ECS.UnsafeLinkedListNode.InitializeList(type.ChunkList) ECS.UnsafeLinkedListNode.InitializeList(type.ChunkListWithEmptySlots) -- type.FreeChunksBySharedComponents.Init(8) -- m_TypeLookup.Add(GetHash(types, count), type) local type_str = GetTypesStr(types, count) self.m_TypeLookup[type_str] = type -- type.SystemStateCleanupComplete = ArchetypeSystemStateCleanupComplete(type) -- type.SystemStateCleanupNeeded = ArchetypeSystemStateCleanupNeeded(type) groupManager:AddArchetypeIfMatching(type) return type end function ArchetypeManager:AddExistingChunk( chunk ) local archetype = chunk.Archetype archetype.ChunkList.Add(chunk.ChunkListNode) archetype.ChunkCount = archetype.ChunkCount + 1 archetype.EntityCount = archetype.EntityCount + chunk.Count for var=1,archetype.NumSharedComponents do m_SharedComponentManager.AddReference(chunk.SharedComponentValueArray[i]) end if (chunk.Count < chunk.Capacity) then if (archetype.NumSharedComponents == 0) then archetype.ChunkListWithEmptySlots.Add(chunk.ChunkListWithEmptySlotsNode) else archetype.FreeChunksBySharedComponents.Add(chunk) end end end function ArchetypeManager:ConstructChunk( archetype, chunk, sharedComponentDataIndices ) chunk.Archetype = archetype chunk.Count = 0 chunk.Capacity = archetype.ChunkCapacity chunk.ChunkListNode = ECS.UnsafeLinkedListNode.New() chunk.ChunkListNode:SetChunk(chunk) chunk.ChunkListWithEmptySlotsNode = ECS.UnsafeLinkedListNode.New() chunk.ChunkListWithEmptySlotsNode:SetChunk(chunk) local numSharedComponents = archetype.NumSharedComponents local numTypes = archetype.TypesCount local sharedComponentOffset = ECS.Chunk.GetSharedComponentOffset(numSharedComponents) local changeVersionOffset = ECS.Chunk.GetChangedComponentOffset(numTypes, numSharedComponents) -- chunk.SharedComponentValueArray = (chunk + sharedComponentOffset) -- chunk.ChangeVersion = (chunk + changeVersionOffset) archetype.ChunkList:Add(chunk.ChunkListNode) archetype.ChunkCount = archetype.ChunkCount+1 -- Assert.IsTrue(!archetype.ChunkList.IsEmpty) -- Assert.IsTrue(chunk == (Chunk*) archetype.ChunkList.Back) if (numSharedComponents == 0) then archetype.ChunkListWithEmptySlots:Add(chunk.ChunkListWithEmptySlotsNode) -- Assert.IsTrue(chunk == GetChunkFromEmptySlotNode(archetype.ChunkListWithEmptySlots.Back)) -- Assert.IsTrue(!archetype.ChunkListWithEmptySlots.IsEmpty) else local sharedComponentValueArray = chunk.SharedComponentValueArray UnsafeUtility.MemCpy(sharedComponentValueArray, sharedComponentDataIndices, archetype.NumSharedComponents*sizeof(int)) for i=1,archetype.NumSharedComponents do local sharedComponentIndex = sharedComponentValueArray[i] m_SharedComponentManager.AddReference(sharedComponentIndex) end archetype.FreeChunksBySharedComponents.Add(chunk) -- Assert.IsTrue(archetype.FreeChunksBySharedComponents.GetChunkWithEmptySlots(sharedComponentDataIndices, archetype.NumSharedComponents) ~= nil) end if archetype.NumManagedArrays > 0 then chunk.ManagedArrayIndex = AllocateManagedArrayStorage(archetype.NumManagedArrays * chunk.Capacity) else chunk.ManagedArrayIndex = -1 end -- for i=1,archetype.TypesCount do -- chunk.ChangeVersion[i] = 0 -- end end function ArchetypeManager:AllocateIntoChunk( chunk, count ) count = count or 1 local allocatedCount = math.min(chunk.Capacity - chunk.Count, count) local newChunkIndex = chunk.Count+1 self:SetChunkCount(chunk, chunk.Count + allocatedCount) chunk.Archetype.EntityCount = chunk.Archetype.EntityCount + allocatedCount return allocatedCount, newChunkIndex end function ArchetypeManager:SetChunkCount( chunk, newCount ) -- Assert.AreNotEqual(newCount, chunk.Count); local capacity = chunk.Capacity -- Chunk released to empty chunk pool if newCount == 0 then -- Remove references to shared components -- if (chunk.Archetype.NumSharedComponents > 0) then -- local sharedComponentValueArray = chunk.SharedComponentValueArray -- for i=1,chunk.Archetype.NumSharedComponents do -- self.m_SharedComponentManager.RemoveReference(sharedComponentValueArray[i]) -- end -- end -- if (chunk.ManagedArrayIndex ~= -1) then -- DeallocateManagedArrayStorage(chunk.ManagedArrayIndex) -- chunk.ManagedArrayIndex = -1 -- end chunk.Archetype.ChunkCount = chunk.Archetype.ChunkCount - 1 chunk.Archetype = nil chunk.ChunkListNode:Remove() chunk.ChunkListWithEmptySlotsNode:Remove() self.m_EmptyChunkPool:Add(chunk.ChunkListNode) -- Chunk is now full elseif (newCount == capacity) then chunk.ChunkListWithEmptySlotsNode:Remove() -- Chunk is no longer full elseif (chunk.Count == capacity) then -- Assert.IsTrue(newCount < chunk.Count) if (chunk.Archetype.NumSharedComponents == 0) then chunk.Archetype.ChunkListWithEmptySlots:Add(chunk.ChunkListWithEmptySlotsNode) else chunk.Archetype.FreeChunksBySharedComponents:Add(chunk) end end chunk.Count = newCount end function ArchetypeManager:GetChunkFromEmptySlotNode( node ) return node and node:GetChunk() end function ArchetypeManager:GetChunkWithEmptySlots( archetype, sharedComponentDataIndices ) if archetype.NumSharedComponents == 0 then if not archetype.ChunkListWithEmptySlots:IsEmpty() then local chunk = self:GetChunkFromEmptySlotNode(archetype.ChunkListWithEmptySlots:Begin()) -- Assert.AreNotEqual(chunk.Count, chunk.Capacity) return chunk end else local chunk = archetype.FreeChunksBySharedComponents:GetChunkWithEmptySlots(sharedComponentDataIndices, archetype.NumSharedComponents) if chunk ~= nil then return chunk end end -- Try existing archetype chunks if not archetype.ChunkListWithEmptySlots.IsEmpty then if self.lastChunkWithSharedComponentsAllocatedInto ~= nil and self.lastChunkWithSharedComponentsAllocatedInto.Archetype == archetype and self.lastChunkWithSharedComponentsAllocatedInto.Count < self.lastChunkWithSharedComponentsAllocatedInto.Capacity then if self:ChunkHasSharedComponents(self.lastChunkWithSharedComponentsAllocatedInto, sharedComponentDataIndices) then return self.lastChunkWithSharedComponentsAllocatedInto end end if archetype.NumSharedComponents == 0 then local chunk = self:GetChunkFromEmptySlotNode(archetype.ChunkListWithEmptySlots:Begin()) -- Assert.AreNotEqual(chunk.Count, chunk.Capacity) return chunk end end local newChunk -- Try empty chunk pool if not self.m_EmptyChunkPool or self.m_EmptyChunkPool:IsEmpty() then -- Allocate new chunk newChunk = ECS.Chunk.New() else newChunk = self.m_EmptyChunkPool:Begin() newChunk.ChunkListNode.Remove() end self:ConstructChunk(archetype, newChunk, sharedComponentDataIndices) if archetype.NumSharedComponents > 0 then self.lastChunkWithSharedComponentsAllocatedInto = newChunk end return newChunk end return ArchetypeManager
--捕食植物アンブロメリドゥス -- --Script by JSY1728 function c101108037.initial_effect(c) --Fusion Material c:EnableReviveLimit() aux.AddFusionProcFunRep(c,aux.FilterBoolFunction(Card.IsFusionSetCard,0x10f3),2,true) --To Hand local e1=Effect.CreateEffect(c) e1:SetDescription(aux.Stringid(101108037,0)) e1:SetCategory(CATEGORY_SEARCH+CATEGORY_TOHAND) e1:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O) e1:SetProperty(EFFECT_FLAG_DELAY) e1:SetCode(EVENT_SPSUMMON_SUCCESS) e1:SetCountLimit(1,101108037) e1:SetCondition(c101108037.thcon) e1:SetTarget(c101108037.thtg) e1:SetOperation(c101108037.thop) c:RegisterEffect(e1) --Special Summon local e2=Effect.CreateEffect(c) e2:SetDescription(aux.Stringid(101108037,1)) e2:SetCategory(CATEGORY_SPECIAL_SUMMON+CATEGORY_RELEASE) e2:SetType(EFFECT_TYPE_IGNITION) e2:SetProperty(EFFECT_FLAG_CARD_TARGET) e2:SetRange(LOCATION_MZONE) e2:SetCountLimit(1,101108037+100) e2:SetTarget(c101108037.sptg) e2:SetOperation(c101108037.spop) c:RegisterEffect(e2) end function c101108037.thcon(e,tp,eg,ep,ev,re,r,rp) return e:GetHandler():IsSummonType(SUMMON_TYPE_FUSION) end function c101108037.thfilter(c) return c:IsAbleToHand() and c:IsSetCard(0xf3) and (not c:IsType(TYPE_MONSTER) or c:IsSetCard(0x10f3)) and (c:IsFaceup() or not c:IsLocation(LOCATION_EXTRA)) end function c101108037.thtg(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return Duel.IsExistingMatchingCard(c101108037.thfilter,tp,LOCATION_DECK+LOCATION_GRAVE+LOCATION_EXTRA,0,1,nil) end Duel.SetOperationInfo(0,CATEGORY_TOHAND,1,nil,tp,LOCATION_DECK+LOCATION_GRAVE+LOCATION_EXTRA) end function c101108037.thop(e,tp,eg,ep,ev,re,r,rp) Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_ATOHAND) local g=Duel.SelectMatchingCard(tp,c101108037.thfilter,tp,LOCATION_DECK+LOCATION_GRAVE+LOCATION_EXTRA,0,1,1,nil) if g:GetCount()>0 then Duel.SendtoHand(g,nil,REASON_EFFECT) Duel.ConfirmCards(1-tp,g) end end function c101108037.relfilter(c,tp) return c:IsReleasableByEffect() and (c:GetCounter(0x1041)>0 or c:IsControler(tp)) and Duel.GetMZoneCount(tp,c)>0 end function c101108037.spfilter(c,e,tp) return c:IsSetCard(0x10f3) and c:IsCanBeSpecialSummoned(e,0,tp,false,false) end function c101108037.sptg(e,tp,eg,ep,ev,re,r,rp,chk,chkc) if chkc then return chkc:IsLocation(LOCATION_MZONE) and c101108037.relfilter(chkc,tp) end if chk==0 then return Duel.IsExistingTarget(c101108037.relfilter,tp,LOCATION_MZONE,LOCATION_MZONE,1,nil,tp) and Duel.IsExistingMatchingCard(c101108037.spfilter,tp,LOCATION_DECK,0,1,nil,e,tp) end Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_RELEASE) local g=Duel.SelectTarget(tp,c101108037.relfilter,tp,LOCATION_MZONE,LOCATION_MZONE,1,1,nil,tp) Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,nil,1,tp,LOCATION_DECK) end function c101108037.spop(e,tp,eg,ep,ev,re,r,rp) local tc=Duel.GetFirstTarget() if tc:IsRelateToEffect(e) and not tc:IsImmuneToEffect(e) and Duel.Release(tc,REASON_EFFECT)>0 and Duel.GetLocationCount(tp,LOCATION_MZONE)>0 then Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_SPSUMMON) local g=Duel.SelectMatchingCard(tp,c101108037.spfilter,tp,LOCATION_DECK,0,1,1,nil,e,tp) if #g>0 then Duel.SpecialSummon(g,0,tp,tp,false,false,POS_FACEUP) end end end
local r = require('rethinkdb') describe('control', function() local reql_db, reql_table, c reql_table = 'func' setup(function() reql_db = 'control' local err c, err = r.connect() if err then error(err.message) end r.db_create(reql_db):run(c) c:use(reql_db) r.table_create(reql_table):run(c) end) after_each(function() r.table(reql_table):delete():run(c) end) function test(name, query, res) it(name, function() assert.same(res, query:run( c, function(err, cur) if err then error(err.message) end return cur:to_array(function(err, arr) if err then error(err.message) end return arr end) end )) end) end function test_error(name, query, res) it(name, function() assert.has_error( function() query:run( c, function(err, cur) if err then error(err.message) end cur:to_array(function(err, arr) if err then error(err.msg) end error(arr) end) end ) end, res ) end) end --[[ test_error('branch db', r.db(reql_db):branch(1, 2), 'Expected type DATUM but found DATABASE:') --]] test_error('branch error', r.branch(r.error_('a'), 1, 2), 'a') test('branch false', r.branch(false, 1, 2), {2}) test('branch nil', r():branch(1, 2), {2}) test('branch num', r.branch(1, 'c', false), {'c'}) --[[ test_error('branch table', r.table(reql_table):branch(1, 2), 'Expected type DATUM but found TABLE:') --]] test('branch true', r.branch(true, 1, 2), {1}) test('do', r.do_(function() return 1 end), {1}) test('do add', r.do_(1, 2, function(x, y) return x:add(y) end), {3}) test('do append', r({0, 1, 2}):do_(function(v) return v:append(3) end), {{0, 1, 2, 3}}) if string.match(_VERSION, '5.[23]') then test_error('do extra arg', r.do_(1, function(x, y) return x + y end), 'Expected 2 arguments but found 1.') test_error('do missing arg', r.do_(1, 2, function(x) return x end), 'Expected 1 argument but found 2.') end test('do mul', r(1):do_(function(v) return v:mul(2) end), {2}) test_error('do no args', r.do_(), 'Expected 1 or more arguments but found 0.') test('do no func', r.do_(1), {1}) it('do no return', function() assert.has_error( function() r.do_(1, function(x) end) end, 'Anonymous function returned `nil`. Did you forget a `return`?' ) end) it('do return nil', function() assert.has_error( function() r.do_(1, function(x) return nil end) end, 'Anonymous function returned `nil`. Did you forget a `return`?' ) end) test_error('do str add num', r('abc'):do_(function(v) return v:add(3) end), 'Expected type STRING but found NUMBER.') test_error('do str add str add num', r('abc'):do_(function(v) return v:add('def') end):add(3), 'Expected type STRING but found NUMBER.') test_error('do str append', r('abc'):do_(function(v) return v:append(3) end), 'Expected type ARRAY but found STRING.') test_error('error', r.error_('Hello World'), 'Hello World') test('js', r.js('1 + 1'), {2}) test('js add add', r.js('1 + 1; 2 + 2'), {4}) test('do js function add', r.do_(1, 2, r.js('(function(a, b) { return a + b; })')), {3}) test('do js function', r.do_(1, r.js('(function(x) { return x + 1; })')), {2}) test('do js function add str', r.do_('foo', r.js('(function(x) { return x + "bar"; })')), {'foobar'}) test('do js no timeout', r.js('1 + 2', {timeout = 1.2}), {3}) test_error('js function result', r.js('(function() { return 1; })'), 'Query result must be of type DATUM, GROUPED_DATA, or STREAM (got FUNCTION).') test_error('js function no wrap', r.js('function() { return 1; }'), 'SyntaxError: Unexpected token (') test('do js function missing arg', r.do_(1, 2, r.js('(function(a) { return a; })')), {1}) test('do js function extra arg', r.do_(1, 2, r.js('(function(a, b, c) { return a; })')), {1}) test_error('do js function return undefined', r.do_(1, 2, r.js('(function(a, b, c) { return c; })')), 'Cannot convert javascript `undefined` to ql::datum_t.') test('filter js', r.filter({1, 2, 3}, r.js('(function(a) { return a >= 2; })')), {{2, 3}}) test('map js', r.map({1, 2, 3}, r.js('(function(a) { return a + 1; })')), {{2, 3, 4}}) --[[ test_error('map js constant', r.map({1, 2, 3}, r.js('1')), 'Expected type FUNCTION but found DATUM.') --]] test_error('filter js undefined', r.filter({1, 2, 3}, r.js('(function(a) {})')), 'Cannot convert javascript `undefined` to ql::datum_t.') --[[ test_error('map constant', r.map({1, 2, 3}, 1), 'Expected type FUNCTION but found DATUM.') --]] test('filter constant str', r.filter({1, 2, 3}, 'foo'), {{1, 2, 3}}) test('filter constant obj', r.filter({1, 2, 3}, {}), {{1, 2, 3}}) test('filter nil', r.filter({1, 2, 3}, r()), {{}}) test('filter false', r.filter({1, 2, 3}, false), {{}}) test('for each insert', r.for_each({1, 2, 3}, function(row) return r.table(reql_table):insert({id = row}) end), {{deleted = 0, replaced = 0, unchanged = 0, errors = 0, skipped = 0, inserted = 3}}) it('count for each insert', function() r.for_each({1, 2, 3}, function(row) return r.table(reql_table):insert({id = row}) end):run( c, function(err, cur) if err then error(err.message) end cur:to_array(function(err, arr) if err then error(err.message) end end) end ) assert.same(r.table(reql_table):count():run( c, function(err, cur) if err then error(err.message) end return cur:to_array(function(err, arr) if err then error(err.message) end return arr end) end ), {3}) end) it('for each update', function() r.for_each({1, 2, 3}, function(row) return r.table(reql_table):insert({id = row}) end):run( c, function(err, cur) if err then error(err.message) end cur:to_array(function(err, arr) if err then error(err.message) end end) end ) assert.same(r.for_each({1, 2, 3}, function(row) return r.table(reql_table):update({foo = row}) end):run( c, function(err, cur) if err then error(err.message) end return cur:to_array(function(err, arr) if err then error(err.message) end return arr end) end ), {{deleted = 0, replaced = 9, unchanged = 0, errors = 0, skipped = 0, inserted = 0}}) end) it('for each insert with duplicates', function() r.for_each({1, 2, 3}, function(row) return r.table(reql_table):insert({id = row}) end):run( c, function(err, cur) if err then error(err.message) end cur:to_array(function(err, arr) if err then error(err.message) end end) end ) r.for_each({1, 2, 3}, function(row) return r.table(reql_table):update({foo = row}) end):run( c, function(err, cur) if err then error(err.message) end return cur:to_array(function(err, arr) if err then error(err.message) end return arr end) end ) assert.same(r.for_each({1, 2, 3}, function(row) return {r.table(reql_table):insert({id = row}), r.table(reql_table):insert({id = row * 10})} end):run( c, function(err, cur) if err then error(err.message) end return cur:to_array(function(err, arr) if err then error(err.message) end return arr end) end ), {{first_error = 'Duplicate primary key `id`:\n{\n\t"foo":\t3,\n\t"id":\t1\n}\n{\n\t"id":\t1\n}', deleted = 0, replaced = 0, unchanged = 0, errors = 3, skipped = 0, inserted = 3}}) end) it('for each update many', function() r.for_each({1, 2, 3}, function(row) return r.table(reql_table):insert({id = row}) end):run( c, function(err, cur) if err then error(err.message) end cur:to_array(function(err, arr) if err then error(err.message) end end) end ) r.for_each({1, 2, 3}, function(row) return r.table(reql_table):update({foo = row}) end):run( c, function(err, cur) if err then error(err.message) end return cur:to_array(function(err, arr) if err then error(err.message) end return arr end) end ) r.for_each({1, 2, 3}, function(row) return {r.table(reql_table):insert({id = row}), r.table(reql_table):insert({id = row * 10})} end):run( c, function(err, cur) if err then error(err.message) end return cur:to_array(function(err, arr) if err then error(err.message) end return arr end) end ) assert.same(r.for_each({1, 2, 3}, function(row) return {r.table(reql_table):update({foo = row}), r.table(reql_table):update({bar = row})} end):run( c, function(err, cur) if err then error(err.message) end return cur:to_array(function(err, arr) if err then error(err.message) end return arr end) end ), {{deleted = 0, replaced = 36, unchanged = 0, errors = 0, skipped = 0, inserted = 0}}) end) end) --[[ # forEach negative cases - cd: r.expr([1, 2, 3]).for_each( tbl2.insert({ 'id':r.row }) ) rb: [] ot: ({'deleted':0.0,'replaced':0.0,'unchanged':0.0,'errors':0.0,'skipped':0.0,'inserted':3}) - cd: r.expr([1, 2, 3]).for_each(1) ot: 'err("RqlRuntimeError", "FOREACH expects one or more basic write queries. Expected type ARRAY but found NUMBER.", [0])' - py: r.expr([1, 2, 3]).for_each(lambda x:x) js: r([1, 2, 3]).forEach(function (x) { return x; }) rb: r([1, 2, 3]).for_each{ |x| x } ot: 'err("RqlRuntimeError", "FOREACH expects one or more basic write queries. Expected type ARRAY but found NUMBER.", [1, 1])' - cd: r.expr([1, 2, 3]).for_each(r.row) rb: [] ot: 'err("RqlRuntimeError", "FOREACH expects one or more basic write queries. Expected type ARRAY but found NUMBER.", [1, 1])' - js: r([1, 2, 3]).forEach(function (row) { return tbl; }) py: r.expr([1, 2, 3]).for_each(lambda row:tbl) rb: r([1, 2, 3]).for_each{ |row| tbl } ot: 'err("RqlRuntimeError", "FOREACH expects one or more basic write queries.", [1, 1])' # Make sure write queries can't be nested into stream ops - cd: r.expr(1).do(tbl.insert({'foo':r.row})) rb: r(1).do{ |row| tbl.insert({ :foo => row }) } ot: ({'deleted':0.0,'replaced':0.0,'generated_keys':arrlen(1,uuid()),'unchanged':0.0,'errors':0.0,'skipped':0.0,'inserted':1}) - py: r.expr([1, 2])[0].do(tbl.insert({'foo':r.row})) js: r.expr([1, 2]).nth(0).do(tbl.insert({'foo':r.row})) rb: r([1, 2])[0].do{ |row| tbl.insert({ :foo => row }) } ot: ({'deleted':0.0,'replaced':0.0,'generated_keys':arrlen(1,uuid()),'unchanged':0.0,'errors':0.0,'skipped':0.0,'inserted':1}) - cd: r.expr([1, 2]).map(tbl.insert({'foo':r.row})) rb: r([1, 2]).map{ |row| tbl.insert({ :foo => row }) } ot: err('RqlCompileError', 'Cannot nest writes or meta ops in stream operations. Use FOREACH instead.', [0]) - cd: r.expr([1, 2]).map(r.db('test').table_create('nested_table')) ot: err('RqlCompileError', 'Cannot nest writes or meta ops in stream operations. Use FOREACH instead.', [0]) - cd: r.expr(1).do(r.db('test').table_create('nested_table')) ot: ({'created':1}) --]]
local openssl = require 'openssl' local lu = require 'luaunit' local asn1 = openssl.asn1 local first = true TestObject = {} function TestObject:setUp() self.sn = 'C' self.ln = 'countryName' self.oid = '2.5.4.6' self.nid = 14 lu.assertIsTable(asn1) self.ne_sn = 'Good1' self.ne_ln = 'GoodString1' self.ne_oid = '1.2.3.4.1' end function TestObject:tearDown() end function TestObject:testAll() local o1, o2, o3, o4, o5, o6, o7 o1 = asn1.new_object(self.sn) o2 = asn1.new_object(self.ln) o3 = asn1.new_object(self.nid) o4 = asn1.new_object(self.oid) o5 = asn1.new_object(self.oid, true) assert(o1) assert(o1 == o2) assert(o1 == o3) assert(o1 == o4) assert(o1 == o5) lu.assertEquals(openssl.error(), nil) o6 = asn1.new_object(self.ln, true) lu.assertNil(o6) lu.assertNotNil(openssl.error()) lu.assertNil(openssl.error()) o6 = o1:dup() assert(o1 == o6) local sn, ln = o1:name() local nid = o1:nid() local sn1, ln1 = o1:sn(), o2:ln() local txt = o1:txt() local oid = o1:txt(true) local dat = o1:data() lu.assertEquals(sn, self.sn) lu.assertEquals(ln, self.ln) lu.assertEquals(oid, self.oid) lu.assertEquals(nid, self.nid) lu.assertEquals(ln, dat) lu.assertEquals(sn1, sn) lu.assertEquals(ln1, ln) lu.assertEquals(txt, ln) lu.assertEquals(o1:txt(false), txt) local options = { oid = '1.2.840.10045.2.1.2.1', sn = 'gmsm21', ln = 'CCSTC GMSM2 EC1' } lu.assertNil(openssl.error()) o7 = asn1.new_object(options.sn) if not o7 then lu.assertNotNil(openssl.error()) o7 = asn1.new_object(options) lu.assertStrContains(tostring(o7), 'openssl.asn1_object') lu.assertEquals(o7:txt(), options.ln) lu.assertEquals(o7:txt(true), options.oid) lu.assertEquals(asn1.txt2nid(options.sn), o7:nid()) lu.assertEquals(asn1.txt2nid(options.ln), o7:nid()) lu.assertEquals(asn1.txt2nid(options.oid), o7:nid()) end if first then lu.assertIsNil(asn1.txt2nid(self.ne_oid)) first = false lu.assertIsNil(asn1.new_object(self.ne_sn)) lu.assertNotNil(openssl.error()) lu.assertIsNil(asn1.new_object(self.ne_ln)) lu.assertNotNil(openssl.error()) assert(asn1.new_object(self.ne_oid)) o1 = assert(asn1.new_object({ oid = self.ne_oid, sn = self.ne_sn, ln = self.ne_ln })) o2 = assert(asn1.new_object(self.ne_oid)) lu.assertEquals(o1, o2) lu.assertNil(openssl.error()) else assert(asn1.txt2nid(self.ne_oid)) assert(asn1.new_object(self.ne_sn)) assert(asn1.new_object(self.ne_ln)) assert(asn1.new_object(self.ne_oid)) end end TestString = {} function TestString:setUp() self.bmp = 'abcd' self.bmp_cn = '中文名字' end function TestString:tearDown() end function TestString:testAll() local s1, s2, s3, s4, s5, s6 s1 = asn1.new_string(self.bmp, asn1.BMPSTRING) lu.assertEquals(s1:tostring(), self.bmp) assert(#s1 == #self.bmp) s2 = asn1.new_string(self.bmp_cn, asn1.BMPSTRING) local utf_cn = s2:toutf8() s3 = asn1.new_string(utf_cn, asn1.UTF8STRING) lu.assertEquals(utf_cn, s3:data()) lu.assertEquals(#s3, #utf_cn) lu.assertEquals(s3:length(), #utf_cn) lu.assertEquals(s3:type(), asn1.UTF8STRING) lu.assertEquals(s2:type(), asn1.BMPSTRING) s4 = asn1.new_string('', asn1.UTF8STRING) s4:data(utf_cn) lu.assertEquals(s4, s3) s6 = asn1.new_string(self.bmp, asn1.IA5STRING) lu.assertEquals(s6:toprint(), self.bmp) lu.assertStrMatches(s1:toprint(), [[\U6162\U6364]]) lu.assertStrMatches(s4:toprint(), [[\UE4B8\UADE6\U9687\UE590\U8DE5\UAD97]]) s5 = s4:dup() lu.assertEquals(s5, s3) assert(s4 == s3) local o = asn1.new_string('octet', asn1.OCTET_STRING) lu.assertEquals(o:type(), asn1.OCTET_STRING) assert(type(asn1.tostring(asn1.UNIVERSAL,'tag'))=='string') assert(type(asn1.tostring(asn1.APPLICATION,'class'))=='string') end TestTime = {} function TestTime:get_timezone() local now = os.time() local gmt = os.time(os.date("!*t", now)) local tz = os.difftime(now, gmt) return tz end function TestTime:setUp() self.time = os.time() self.gmt = self.time - self:get_timezone() end function TestTime:testUTCTime() local at = openssl.asn1.new_utctime() assert(at:set(self.time)) local t1 = at:get() lu.assertEquals(self.gmt, t1) at = openssl.asn1.new_utctime(self.time) assert(at) assert(type(at:tostring())=='string') local d = at:i2d() assert(type(d)=='string') local ab = openssl.asn1.new_utctime() ab:d2i(d) assert(ab==at) assert(at:check()) ab = openssl.asn1.new_utctime(self.time+1) if ab.diff then local day, sec = ab:diff(at) assert(day==0) assert(sec==-1) at:adj(self.time, 1, 1) day, sec = ab:diff(at) assert(day==1, day) assert(sec==0, day) assert(type(ab:toprint()=='string')) end end function TestTime:testGENERALIZEDTime() local at = openssl.asn1.new_generalizedtime(self.time) assert(at:set(self.time)) local t1 = at:get() local d = at:i2d() assert(type(d)=='string') local ab = openssl.asn1.new_generalizedtime(self.time) assert(ab:d2i(d)) assert(ab==at) lu.assertEquals(self.gmt, t1) assert(type(ab:toprint()=='string')) end TestNumber = {} function TestNumber:testBasic() local i = 0 local n = asn1.new_integer(i):i2d() local m = asn1.new_integer() assert(type(m:tostring())=='string') m:d2i(n) assert(m:i2d() == n) n = asn1.new_integer():i2d() assert(n) n = asn1.new_integer(nil):i2d() assert(n) n = asn1.new_integer("Xabcdef") assert(n) local b = n:bn() i = asn1.new_integer(b) assert(i==n) n:set(1) assert(type(i:toprint()=='string')) end TestType = {} function TestType:testBasic() local o = asn1.new_type('timeStamping') local d = assert(o:i2d()) assert(asn1.d2i_asn1type(d)==o) o = asn1.new_type(true) d = assert(o:i2d()) assert(asn1.d2i_asn1type(d)==o) o = asn1.new_type(100) d = assert(o:i2d()) assert(asn1.d2i_asn1type(d)==o) local s = asn1.new_string("中文") o = asn1.new_type(s) d = assert(o:i2d()) assert(asn1.d2i_asn1type(d)==o) s = asn1.new_string("BIT", asn1.BIT_STRING) o = asn1.new_type(s) d = assert(o:i2d()) assert(asn1.d2i_asn1type(d)==o) assert(o:info()) s = asn1.new_string("BMP", asn1.BMP_STRING) o = asn1.new_type(s) d = assert(o:i2d()) assert(asn1.d2i_asn1type(d)==o) assert(o:info()) s = asn1.new_string("octet", asn1.OCTET_STRING) o = asn1.new_type(s) d = assert(o:i2d()) assert(asn1.d2i_asn1type(d)==o) assert(o:info()) assert(o:octet()=='octet') assert(o:octet('abcd')) assert(o:octet()=='abcd') local t = openssl.asn1.new_utctime() o = asn1.new_type(t) d = assert(o:i2d()) assert(asn1.d2i_asn1type(d)==o) assert(o:type()) assert(o:info()) assert(o:asn1string()) end
---------------------------------------------------------------------------------------------------- -- Creator Tools LUA Instrument Utilities File ---------------------------------------------------------------------------------------------------- -- Author: Native Instruments -- Written by: Yaron Eshkar -- Modified: April 23, 2021 -- -- This file includes useful functions for usage in Creator Tools Lua scripts. -- Simply include this line in any script (if running a script from another location that users this file, -- make sure to point to the correct path): -- local ctInstrument = require("CtInstrument") -- Then you can simply call any function like: -- ctInstrument.test_function() -- -- It is also possible of course to copy entire specific functions from this list directly into your script. -- In that case remove the CtFile part from the function name, and then simply call it normally like: -- test_function() -- local CtInstrument = {} --- Test Function. -- Takes no arguments, prints to console when called. function CtInstrument.test_function() -- Show that the class import and test function executes by printing a line. print("Test function called") end --- Applies a KSP Script. -- Takes no arguments, prints to console when called. -- @tparam string script_or_file KSP script in string form or a path to the script file. If link param is true, must be a path. -- @tparam string name set the script name. -- @tparam int slot set the script slot, defaults to zero if not set. -- @tparam bool bypass when true the script will be applied but set to bypass. -- @tparam bool link link to the given path or to apply the script as a string. -- @treturn bool function CtInstrument.apply_script(script_or_file,name,slot,bypass,link) if slot == nil then slot = 0 end if name == nil then name = "edited" end if link then instrument.scripts[slot].linked = true instrument.scripts[slot].linkedFileName = filesystem.stem(script_or_file) else instrument.scripts[slot].sourceCode = script_or_file end instrument.scripts[slot].name = name if bypass then instrument.scripts[slot].bypass = true end return true end -- return the CtFile object. return CtInstrument
operator = yarn { name = "hello_test", timeout = 10000, memory = 1024, cores = 1, container = { instances = 1, --env = base_env, resources = { ["HelloWorld.sh"] = { file = "asapLibrary/operators/hello_test/HelloWorld.sh", type = "file", -- other value: 'archive' visibility = "application" -- other values: 'private', 'public' }, ["description"] = { file = "asapLibrary/operators/hello_test/description", type = "file", -- other value: 'archive' visibility = "application" -- other values: 'private', 'public' } }, command = { base = "./HelloWorld.sh" } } }
--require("prototypes.processing.pulverizer") data:extend({ { type = "item", name = "gravel", icon = "__Engineersvsenvironmentalist__/graphics/icons/materials/gravel.png", icon_size = 31, flags = {"goes-to-main-inventory"}, subgroup = "stone-base", order = "g1[other]", stack_size = 250 }, { type = "item", name = "processed-gravel", icon = "__Engineersvsenvironmentalist__/graphics/icons/materials/gravel-processed.png", icon_size = 31, flags = {"goes-to-main-inventory"}, subgroup = "stone-base", order = "g1[other]", stack_size = 750 }, { type = "recipe", name = "gravel-crushing", icon = "__Engineersvsenvironmentalist__/graphics/icons/materials/sand.png", icon_size = 31, category = "crusher", subgroup = "basic-processing", order ="a-3", energy_required = 1, enabled = true, ingredients = { {type="item", name="gravel", amount=10}, }, results = {{"gravel",8},{"sand",2}}, }, { type = "recipe", name = "gravel-sifting", icon = "__Engineersvsenvironmentalist__/graphics/icons/materials/gravel-processed.png", icon_size = 31, category = "sifter", subgroup = "basic-processing", order ="a-4", energy_required = 1, enabled = true, ingredients = { {"gravel", 2}, }, results= { {"processed-gravel",2}, {type="item",name="gold-ore", probability=0.0001, amount_min=1, amount_max=1}, {type="item",name="silver-ore", probability=0.001, amount_min=1, amount_max=1}, {type="item",name="platinum-grain", probability=0.00001, amount_min=1, amount_max=1}, } }, { type = "recipe", name = "processed-gravel-crushing", icon = "__Engineersvsenvironmentalist__/graphics/icons/materials/sand.png", icon_size = 31, category = "crusher", subgroup = "basic-processing", order ="a-5", energy_required = 1, enabled = true, ingredients = { {type="item", name="processed-gravel", amount=10}, }, results = {{"processed-gravel",8},{"sand",2}}, }, })
----------------------------------- -- Area: Valley of Sorrows -- HNM: Adamantoise ----------------------------------- local ID = require("scripts/zones/Valley_of_Sorrows/IDs") mixins = {require("scripts/mixins/rage")} require("scripts/globals/settings") require("scripts/globals/status") require("scripts/globals/titles") ----------------------------------- function onMobSpawn(mob) if LandKingSystem_NQ > 0 or LandKingSystem_HQ > 0 then GetNPCByID(ID.npc.ADAMANTOISE_QM):setStatus(tpz.status.DISAPPEAR) end if LandKingSystem_HQ == 0 then SetDropRate(24, 3344, 0) -- do not drop clump_of_red_pondweed end mob:setLocalVar("[rage]timer", 1800) -- 30 minutes end function onMobDeath(mob, player, isKiller) player:addTitle(tpz.title.TORTOISE_TORTURER) end function onMobDespawn(mob) local ToD = GetServerVariable("[POP]Aspidochelone") local kills = GetServerVariable("[PH]Aspidochelone") local popNow = (math.random(1, 5) == 3 or kills > 6) if LandKingSystem_HQ ~= 1 and ToD <= os.time() and popNow then -- 0 = timed spawn, 1 = force pop only, 2 = BOTH if LandKingSystem_NQ == 0 then DisallowRespawn(ID.mob.ADAMANTOISE, true) end DisallowRespawn(ID.mob.ASPIDOCHELONE, false) UpdateNMSpawnPoint(ID.mob.ASPIDOCHELONE) GetMobByID(ID.mob.ASPIDOCHELONE):setRespawnTime(75600 + math.random(0, 6) * 1800) -- 21 - 24 hours with half hour windows else if LandKingSystem_NQ ~= 1 then UpdateNMSpawnPoint(ID.mob.ADAMANTOISE) GetMobByID(ID.mob.ADAMANTOISE):setRespawnTime(75600 + math.random(0, 6) * 1800) -- 21 - 24 hours with half hour windows SetServerVariable("[PH]Aspidochelone", kills + 1) end end end
-- -- Built with, -- -- ,gggg, -- d8" "8I ,dPYb, -- 88 ,dP IP'`Yb -- 8888888P" I8 8I -- 88 I8 8' -- 88 gg gg ,g, I8 dPgg, -- ,aa,_88 I8 8I ,8'8, I8dP" "8I -- dP" "88P I8, ,8I ,8' Yb I8P I8 -- Yb,_,d88b,,_ ,d8b, ,d8b,,8'_ 8) ,d8 I8, -- "Y8P" "Y888888P'"Y88P"`Y8P' "YY8P8P88P `Y8 -- -- vim.opt.keywordprg=":help" --Jump easily to hl-groups docs. local lush = require("lush") local hsluv = lush.hsluv local palette = {} palette.dark = { a = { bg = hsluv( 50, 20, 15); overbg = hsluv( 50, 20, 20); sel = hsluv( 50, 20, 30); com = hsluv( 50, 30, 60); faded = hsluv( 50, 30, 70); fg = hsluv( 50, 30, 90); }; b = { red = hsluv( 20, 80, 65); yellow = hsluv( 60, 70, 80); green = hsluv(130, 40, 80); cyan = hsluv(190, 40, 70); blue = hsluv(250, 40, 70); magenta = hsluv(310, 40, 70); }; c = { red = hsluv( 10, 40, 50); yellow = hsluv( 40, 70, 70); green = hsluv(130, 30, 60); cyan = hsluv(190, 30, 65); blue = hsluv(250, 30, 50); magenta = hsluv(310, 30, 60); }; d = { red = hsluv( 10, 60, 30); yellow = hsluv( 60, 70, 50); green = hsluv(130, 50, 20); cyan = hsluv(190, 50, 20); blue = hsluv(250, 50, 20); magenta = hsluv(310, 50, 20); }; } palette.light = { a = { bg = hsluv( 50, 20, 95); overbg = hsluv( 50, 20, 90); sel = hsluv( 50, 20, 85); com = hsluv( 50, 30, 60); faded = hsluv( 50, 30, 50); fg = hsluv( 50, 30, 40); }; b = { red = hsluv( 20, 80, 50); yellow = hsluv( 60, 90, 65); green = hsluv(130, 50, 60); cyan = hsluv(180, 50, 40); blue = hsluv(250, 50, 40); magenta = hsluv(310, 50, 40); }; c = { red = hsluv( 10, 50, 65); yellow = hsluv( 40, 90, 60); green = hsluv(130, 40, 70); cyan = hsluv(180, 40, 60); blue = hsluv(250, 40, 75); magenta = hsluv(310, 40, 60); }; d = { red = hsluv( 20, 40, 80); yellow = hsluv( 60, 50, 80); green = hsluv(130, 30, 90); cyan = hsluv(190, 30, 90); blue = hsluv(250, 30, 90); magenta = hsluv(310, 30, 90); }; } local bg = vim.opt.background:get() local a = palette[bg].a local b = palette[bg].b local c = palette[bg].c local d = palette[bg].d -- Font variants: -- This only works when loading this file directly, not when loading with `:colorscheme` local bf, it, underline, undercurl; if vim.g.melange_enable_font_variants ~= 0 then bf = "bold" it = "italic" underline = "underline" undercurl = "undercurl" end return lush(function() return { ---- :help highlight-default ------------------------------- Normal { fg=a.fg, bg=a.bg }; NormalFloat { bg=a.overbg }; -- NormalNC { }; -- Cursor { }; -- lCursor { }; -- CursorIM { }; -- TermCursor { }; -- TermCursorNC { }; ColorColumn { bg=a.overbg }; CursorColumn { ColorColumn }; CursorLine { ColorColumn }; VertSplit { fg=a.sel }; LineNr { fg=a.sel }; CursorLineNr { fg=c.yellow }; Folded { fg=a.com, bg=a.overbg }; FoldColumn { LineNr }; SignColumn { LineNr }; Pmenu { NormalFloat }; PmenuSel { bg=a.sel }; PmenuSbar { Pmenu }; PmenuThumb { PmenuSel }; StatusLine { NormalFloat }; StatusLineNC { StatusLine, fg=a.faded }; WildMenu { NormalFloat }; TabLine { StatusLineNC }; TabLineFill { StatusLine }; TabLineSel { StatusLine, gui=bf }; MatchParen { fg=b.yellow, bg=a.sel, gui=bf }; Substitute { fg=a.bg, bg=d.yellow }; Search { fg=a.bg, bg=d.yellow }; -- QuickFixLine { }; -- IncSearch { }; Visual { bg=a.sel }; -- VisualNOS { }; Conceal { fg=a.faded }; Whitespace { fg=a.sel }; EndOfBuffer { Whitespace }; NonText { Whitespace }; SpecialKey { Whitespace }; Directory { fg=c.cyan }; Title { fg=c.yellow }; ErrorMsg { bg=d.red }; ModeMsg { fg=a.faded }; -- MsgArea { }; -- MsgSeparator { }; MoreMsg { fg=c.green, gui=bf }; WarningMsg { fg=c.red }; Question { MoreMsg }; ---- :help :diff ------------------------------------------- DiffAdd { bg=d.green }; DiffChange { bg=d.magenta }; DiffDelete { bg=d.red }; DiffText { bg=d.blue }; DiffAdded { DiffAdd }; DiffRemoved { DiffDelete }; ---- :help spell ------------------------------------------- SpellBad { fg=c.red, gui=undercurl }; SpellCap { fg=c.blue, gui=undercurl }; SpellLocal { fg=c.yellow, gui=undercurl }; SpellRare { fg=b.yellow, gui=undercurl }; ---- :help group-name -------------------------------------- Comment { fg=a.com, gui=it }; Identifier { fg=a.fg }; Function { fg=b.yellow }; Constant { fg=c.magenta }; String { fg=b.blue, gui=it }; Character { fg=b.blue }; Number { fg=b.magenta }; Boolean { fg=b.magenta }; -- Float { }; Statement { fg=c.yellow }; -- Conditional { }; -- Repeat { }; -- Label { }; Operator { fg=b.red }; -- Keyword { }; -- Exception { }; PreProc { fg=b.green }; -- Include { }; -- Define { }; -- Macro { }; -- PreCondit { }; Type { fg=c.cyan }; -- StorageClass { }; -- Structure { }; -- Typedef { }; Special { fg=b.yellow }; -- SpecialChar { }; -- Tag { }; Delimiter { fg=d.yellow }; -- SpecialComment { }; -- Debug { }; Underlined { gui=underline }; Bold { gui=bf }; Italic { gui=it }; Ignore { fg=a.com }; Error { bg=d.red }; Todo { Comment, fg=a.faded }; ---- :help nvim-treesitter-highlights (external plugin) ---- -- TSAnnotation { }; -- TSAttribute { }; -- TSBoolean { }; -- TSCharacter { }; -- TSComment { }; -- TSConditional { }; -- TSConstant { }; TSConstBuiltin { Constant, gui=it }; TSConstMacro { Constant }; -- TSConstructor { }; -- TSError { gui=undercurl }; -- TSException { }; -- TSField { }; -- TSFloat { }; -- TSFunction { }; TSFuncBuiltin { Function }; TSFuncMacro { Function }; -- TSInclude { }; -- TSKeyword { }; TSKeywordFunction { PreProc }; -- TSKeywordOperator { }; -- TSKeywordReturn { }; -- TSLabel { }; -- TSMethod { }; TSNamespace { fg=c.green }; -- TSNone { }; -- TSNumber { }; -- TSOperator { }; -- TSParameter { }; -- TSParameterReference { }; -- TSProperty { }; TSPunctDelimiter { fg=c.red }; TSPunctBracket { Delimiter }; TSPunctSpecial { Delimiter }; -- TSRepeat { }; -- TSString { }; -- TSStringRegex { }; TSStringEscape { fg=c.blue }; TSSymbol { Identifier, gui=it }; -- TSType { }; -- TSTypeBuiltin { }; TSVariable { Identifier }; TSVariableBuiltin { Identifier, gui=it }; -- TSTag { }; -- TSTagDelimiter { }; -- TSText { }; TSStrong { gui=bf }; TSEmphasis { Italic }; TSUnderline { Underlined }; TSStrike { gui="strikethrough" }; -- TSTitle { }; -- TSLiteral { }; TSURI { String, gui=underline }; TSMath { fg=b.cyan }; -- TSTextReference { }; TSEnvironment { Statement }; TSEnvironmentName { PreProc }; -- TSNote { }; -- TSWarning { }; -- TSDanger { }; ---- :help diagnostic-highlight ---------------------------- DiagnosticError { fg=c.red }; DiagnosticWarn { fg=b.yellow }; DiagnosticInfo { fg=b.blue }; DiagnosticHint { fg=b.green }; -- DiagnosticVirtualTextError { DiagnosticError }; -- DiagnosticVirtualTextWarn { DiagnosticWarn }; -- DiagnosticVirtualTextInfo { DiagnosticInfo }; -- DiagnosticVirtualTextHint { DiagnosticHint }; DiagnosticUnderlineError { gui=undercurl }; DiagnosticUnderlineWarn { gui=undercurl }; DiagnosticUnderlineInfo { gui=undercurl }; DiagnosticUnderlineHint { gui=undercurl }; -- DiagnosticFloatingError { DiagnosticError }; -- DiagnosticFloatingWarn { DiagnosticWarn }; -- DiagnosticFloatingInfo { DiagnosticInfo }; -- DiagnosticFloatingHint { DiagnosticHint }; -- DiagnosticSignError { DiagnosticError }; -- DiagnosticSignWarn { DiagnosticWarn }; -- DiagnosticSignInfo { DiagnosticInfo }; -- DiagnosticSignHint { DiagnosticHint }; ---- :help lsp-highlight ----------------------------------- LspReferenceText { Visual }; LspReferenceRead { Visual }; LspReferenceWrite { Visual }; LspDiagnosticsDefaultError { DiagnosticError }; LspDiagnosticsDefaultWarning { DiagnosticWarn }; LspDiagnosticsDefaultInformation { DiagnosticInfo }; LspDiagnosticsDefaultHint { DiagnosticHint }; -- LspDiagnosticsVirtualTextError { }; -- LspDiagnosticsVirtualTextWarning { }; -- LspDiagnosticsVirtualTextInformation { }; -- LspDiagnosticsVirtualTextHint { }; LspDiagnosticsUnderlineError { gui=undercurl }; LspDiagnosticsUnderlineWarning { gui=undercurl }; LspDiagnosticsUnderlineInformation { gui=undercurl }; LspDiagnosticsUnderlineHint { gui=undercurl }; -- LspDiagnosticsFloatingError { }; -- LspDiagnosticsFloatingWarning { }; -- LspDiagnosticsFloatingInformation { }; -- LspDiagnosticsFloatingHint { }; -- LspDiagnosticsSignError { }; -- LspDiagnosticsSignWarning { }; -- LspDiagnosticsSignInformation { }; -- LspDiagnosticsSignHint { }; --- :help vimtex-syntax-reference (external plugin) -------- texOptSep { TSPunctDelimiter }; texOptEqual { Operator }; texFileArg { Constant }; texTitleArg { gui=bf }; texRefArg { Constant }; texMathCmd { Function }; texMathSymbol { Operator }; texMathZone { TSMath }; texMathDelimZone { TSPunctDelimiter }; texMathDelim { Delimiter }; texMathEnvArgName { PreProc }; --- netrw: there's no comprehensive list of highlights... -- netrwClassify { Delimiter }; netrwTreeBar { Delimiter }; netrwExe { fg=c.red }; netrwSymLink { fg=c.magenta }; ---- Misc. ------------------------------------------------- HelpHyperTextJump { fg=c.yellow }; ---- :h gitsigns (external plugin) ------------------------- GitSignsAdd { fg = a.bg, bg = d.green, gui = "reverse" }; GitSignsChange { fg = a.bg, bg = d.magenta, gui = "reverse" }; GitSignsDelete { fg = a.bg, bg = d.red, gui = "reverse" }; GitSignsCurrentLineBlame { fg = a.bg, bg = d.blue, gui = "reverse" }; SignifySignAdd { GitSignsAdd }; SignifySignChange { GitSignsChange }; SignifySignDelete { GitSignsDelete }; ---- Metagroup (hack for builds) --------------------------- Melange { lush = palette[bg] }; }end) -- vi:nowrap
--[[-------------------------------------------------------------------- Copyright (C) 2013, 2014, 2015 Johnny C. Lam. See the file LICENSE.txt for copying permission. --]]-------------------------------------------------------------------- -- This addon tracks the player's current stance. local OVALE, Ovale = ... local OvaleStance = Ovale:NewModule("OvaleStance", "AceEvent-3.0") Ovale.OvaleStance = OvaleStance --<private-static-properties> local L = Ovale.L local OvaleDebug = Ovale.OvaleDebug local OvaleProfiler = Ovale.OvaleProfiler -- Forward declarations for module dependencies. local OvaleData = nil local OvaleState = nil local ipairs = ipairs local pairs = pairs local substr = string.sub local tconcat = table.concat local tinsert = table.insert local tonumber = tonumber local tsort = table.sort local type = type local wipe = wipe local API_GetNumShapeshiftForms = GetNumShapeshiftForms local API_GetShapeshiftForm = GetShapeshiftForm local API_GetShapeshiftFormInfo = GetShapeshiftFormInfo local API_GetSpellInfo = GetSpellInfo -- Register for profiling. OvaleProfiler:RegisterProfiling(OvaleStance) local SPELL_NAME_TO_STANCE = { -- Druid [API_GetSpellInfo( 768)] = "druid_cat_form", [API_GetSpellInfo( 783)] = "druid_travel_form", [API_GetSpellInfo( 1066)] = "druid_aquatic_form", [API_GetSpellInfo( 5487)] = "druid_bear_form", [API_GetSpellInfo( 24858)] = "druid_moonkin_form", [API_GetSpellInfo( 33943)] = "druid_flight_form", [API_GetSpellInfo( 40120)] = "druid_swift_flight_form", -- Rogue [API_GetSpellInfo( 1784)] = "rogue_stealth" } -- Table of all valid stance names. local STANCE_NAME = {} do for _, name in pairs(SPELL_NAME_TO_STANCE) do STANCE_NAME[name] = true end end do local debugOptions = { stance = { name = L["Stances"], type = "group", args = { stance = { name = L["Stances"], type = "input", multiline = 25, width = "full", get = function(info) return OvaleStance:DebugStances() end, }, }, }, } -- Insert debug options into OvaleDebug. for k, v in pairs(debugOptions) do OvaleDebug.options.args[k] = v end end --</private-static-properties> --<public-static-properties> -- Whether the stance information is ready for use by other modules. OvaleStance.ready = false -- List of available stances, populated by CreateStanceList() OvaleStance.stanceList = {} -- Map stance names to stance ID (index on shapeshift/stance bar). OvaleStance.stanceId = {} -- Player's current stance. OvaleStance.stance = nil -- Table of all valid stance names. OvaleStance.STANCE_NAME = STANCE_NAME --</public-static-properties> --<public-static-methods> function OvaleStance:OnInitialize() -- Resolve module dependencies. OvaleData = Ovale.OvaleData OvaleState = Ovale.OvaleState end function OvaleStance:OnEnable() self:RegisterEvent("PLAYER_ENTERING_WORLD", "UpdateStances") self:RegisterEvent("UPDATE_SHAPESHIFT_FORM") self:RegisterEvent("UPDATE_SHAPESHIFT_FORMS") self:RegisterMessage("Ovale_SpellsChanged", "UpdateStances") self:RegisterMessage("Ovale_TalentsChanged", "UpdateStances") OvaleData:RegisterRequirement("stance", "RequireStanceHandler", self) OvaleState:RegisterState(self, self.statePrototype) end function OvaleStance:OnDisable() OvaleState:UnregisterState(self) OvaleData:UnregisterRequirement("stance") self:UnregisterEvent("PLAYER_ALIVE") self:UnregisterEvent("PLAYER_ENTERING_WORLD") self:UnregisterEvent("UPDATE_SHAPESHIFT_FORM") self:UnregisterEvent("UPDATE_SHAPESHIFT_FORMS") self:UnregisterMessage("Ovale_SpellsChanged") self:UnregisterMessage("Ovale_TalentsChanged") end function OvaleStance:PLAYER_TALENT_UPDATE(event) -- Clear old stance ID since talent update may overwrite old stance with new one with same ID. self.stance = nil self:UpdateStances() end function OvaleStance:UPDATE_SHAPESHIFT_FORM(event) self:ShapeshiftEventHandler() end function OvaleStance:UPDATE_SHAPESHIFT_FORMS(event) self:ShapeshiftEventHandler() end -- Fill OvaleStance.stanceList with stance bar index <-> Ovale stance name mappings. function OvaleStance:CreateStanceList() self:StartProfiling("OvaleStance_CreateStanceList") wipe(self.stanceList) wipe(self.stanceId) local _, name, stanceName for i = 1, API_GetNumShapeshiftForms() do _, name = API_GetShapeshiftFormInfo(i) stanceName = SPELL_NAME_TO_STANCE[name] if stanceName then self.stanceList[i] = stanceName self.stanceId[stanceName] = i end end self:StopProfiling("OvaleStance_CreateStanceList") end -- Print out the list of stances in alphabetical order. do local array = {} function OvaleStance:DebugStances() wipe(array) for k, v in pairs(self.stanceList) do if self.stance == k then tinsert(array, v .. " (active)") else tinsert(array, v) end end tsort(array) return tconcat(array, "\n") end end -- Return the name of the given stance or the current stance. function OvaleStance:GetStance(stanceId) stanceId = stanceId or self.stance return self.stanceList[stanceId] end -- Return true if the current stance matches the given name. -- NOTE: Mirrored in statePrototype below. function OvaleStance:IsStance(name) if name and self.stance then if type(name) == "number" then return name == self.stance else return name == OvaleStance:GetStance(self.stance) end end return false end function OvaleStance:IsStanceSpell(spellId) local name = API_GetSpellInfo(spellId) return not not (name and SPELL_NAME_TO_STANCE[name]) end function OvaleStance:ShapeshiftEventHandler() self:StartProfiling("OvaleStance_ShapeshiftEventHandler") local oldStance = self.stance local newStance = API_GetShapeshiftForm() if oldStance ~= newStance then self.stance = newStance Ovale.refreshNeeded[Ovale.playerGUID] = true self:SendMessage("Ovale_StanceChanged", self:GetStance(newStance), self:GetStance(oldStance)) end self:StopProfiling("OvaleStance_ShapeshiftEventHandler") end function OvaleStance:UpdateStances() self:CreateStanceList() self:ShapeshiftEventHandler() self.ready = true end -- Run-time check that the player is in a certain stance. -- NOTE: Mirrored in statePrototype below. function OvaleStance:RequireStanceHandler(spellId, atTime, requirement, tokens, index, targetGUID) local verified = false -- If index isn't given, then tokens holds the actual token value. local stance = tokens if index then stance = tokens[index] index = index + 1 end if stance then local isBang = false if substr(stance, 1, 1) == "!" then isBang = true stance = substr(stance, 2) end stance = tonumber(stance) or stance local isStance = self:IsStance(stance) if not isBang and isStance or isBang and not isStance then verified = true end local result = verified and "passed" or "FAILED" if isBang then self:Log(" Require NOT stance '%s': %s", stance, result) else self:Log(" Require stance '%s': %s", stance, result) end else Ovale:OneTimeMessage("Warning: requirement '%s' is missing a stance argument.", requirement) end return verified, requirement, index end --</public-static-methods> --[[---------------------------------------------------------------------------- State machine for simulator. --]]---------------------------------------------------------------------------- --<public-static-properties> OvaleStance.statePrototype = {} --</public-static-properties> --<private-static-properties> local statePrototype = OvaleStance.statePrototype --</private-static-properties> --<state-properties> statePrototype.stance = nil --</state-properties> --<public-static-methods> -- Initialize the state. function OvaleStance:InitializeState(state) state.stance = nil end -- Reset the state to the current conditions. function OvaleStance:ResetState(state) self:StartProfiling("OvaleStance_ResetState") state.stance = self.stance or 0 self:StopProfiling("OvaleStance_ResetState") end -- Apply the effects of the spell on the player's state, assuming the spellcast completes. function OvaleStance:ApplySpellAfterCast(state, spellId, targetGUID, startCast, endCast, isChanneled, spellcast) self:StartProfiling("OvaleStance_ApplySpellAfterCast") local stance = state:GetSpellInfoProperty(spellId, endCast, "to_stance", targetGUID) if stance then if type(stance) == "string" then stance = self.stanceId[stance] end state.stance = stance end self:StopProfiling("OvaleStance_ApplySpellAfterCast") end --</public-static-methods> --<state-methods> -- Mirrored methods. statePrototype.IsStance = OvaleStance.IsStance statePrototype.RequireStanceHandler = OvaleStance.RequireStanceHandler --</state-methods>
local class = require('middleclass') local Input = class('Input') --[[ Touch.phase: - Began A finger touched the screen. - Moved A finger moved on the screen. - Stationary A finger is touching the screen but hasn't moved. - Ended A finger was lifted from the screen. This is the final phase of a touch. - Canceled The system cancelled tracking for the touch. ]] local function createTouchListener(self) local listener = cc.EventListenerTouchOneByOne:create() listener:setSwallowTouches(false) listener:registerScriptHandler(function(touch, _) touch.phase = 'Began' table.insert(self.touches, touch) touch:retain() return true end, cc.Handler.EVENT_TOUCH_BEGAN) listener:registerScriptHandler(function(touch, _) touch.phase = 'Moved' end, cc.Handler.EVENT_TOUCH_MOVED) listener:registerScriptHandler(function(touch, _) touch.phase = 'Ended' end, cc.Handler.EVENT_TOUCH_ENDED) listener:registerScriptHandler(function(touch, _) touch.phase = 'Canceled' end, cc.Handler.EVENT_TOUCH_CANCELLED) return listener end local function createKeyListener(self) local listener = cc.EventListenerKeyboard:create() listener:registerScriptHandler(function(keycode, _) self.keys[keycode] = true self.keydowns[keycode] = true end, cc.Handler.EVENT_KEYBOARD_PRESSED) listener:registerScriptHandler(function(keycode, _) self.keys[keycode] = nil self.keyups[keycode] = true end, cc.Handler.EVENT_KEYBOARD_RELEASED) return listener end local function createEndFreameListener(self, dispatcher) return dispatcher:addCustomEventListener('director_after_draw', function() for i=#self.touches,1,-1 do local touch = self.touches[i] if touch.phase == 'Ended' or touch.phase == 'Canceled' then table.remove(self.touches, i) touch:release() else touch.phase = 'Stationary' end end self.keydowns = {} self.keyups = {} end) end function Input:initialize() self.touches = {} self.keys = {} self.keydowns = {} self.keyups = {} local listeners = {} local dispatcher = cc.Director:getInstance():getEventDispatcher() for _, create in ipairs({createTouchListener, createKeyListener}) do local listener = create(self) dispatcher:addEventListenerWithFixedPriority(listener, -10000) listeners[#listeners+1] = listener end listeners[#listeners+1] = createEndFreameListener(self, dispatcher) self.listeners = listeners end function Input:delete() local dispatcher = cc.Director:getInstance():getEventDispatcher() for _, listener in ipairs(self.listeners) do dispatcher:removeEventListener(listener) end end function Input:getTouchCount() return #self.touches end function Input:getTouch(index) return self.touches[index] end local function convertKeycode(keycode) return type(keycode) == 'string' and cc.KeyCode[keycode] or keycode end function Input:getKey(keycode) return self.keys[convertKeycode(keycode)] end function Input:getKeyDown(keycode) return self.keydowns[convertKeycode(keycode)] end function Input:getKeyUp(keycode) return self.keyups[convertKeycode(keycode)] end return Input
local blog_name = nil local url_count = 0 local tries = 0 local previous_status_code = nil read_file = function(file) if file then local f = assert(io.open(file)) local data = f:read("*all") f:close() return data else return "" end end wget.callbacks.lookup_host = function(host) -- DNS resolve may fail if a label starts or ends with a hyphen or too long if string.match(host, "%-.*%.roon%.io") or string.match(host, "%-%.roon%.io") or ( string.match(host, "%.roon%.io") and host:len() > 30 ) then return "107.22.208.70" end end wget.callbacks.download_child_p = function(urlpos, parent, depth, start_url_parsed, iri, verdict, reason) local url = urlpos["url"]["url"] -- io.stdout:write(" ?" .. url .. " " .. tostring(verdict) .. ". \n") -- io.stdout:flush() if verdict and string.match(url, "%.roon%.io") and blog_name then -- Ensure we only grab the blog we are interested in if string.match(url, "//" .. blog_name .. "%.roon%.io") then return true else return false end elseif verdict and string.match(url, "gravatar%.com") then -- Grab only the avatars and not their blog if string.match(url, "/avatar/") then return true else return false end end return verdict end wget.callbacks.httploop_result = function(url, err, http_stat) local status_code = http_stat["statcode"] url_count = url_count + 1 io.stdout:write(url_count .. "=" .. status_code .. " " .. url["url"] .. ". \n") io.stdout:flush() previous_status_code = status_code -- Handle case where spammers create links that are malformed if (status_code == 400 or status_code == 414) and string.match(url["url"], "%.roon%.io") then return wget.actions.FINISH end if status_code == 0 or status_code >= 500 or (status_code >= 400 and status_code ~= 404 and status_code ~= 403) then io.stdout:write("\nServer returned "..http_stat.statcode..". Sleeping.\n") io.stdout:flush() os.execute("sleep 5") tries = tries + 1 if tries >= 20 then io.stdout:write("\nI give up...\n") io.stdout:flush() return wget.actions.ABORT else return wget.actions.CONTINUE end end tries = 0 -- We're okay; sleep a bit (if we have to) and continue local sleep_time = 0.1 * (math.random(750, 1250) / 1000.0) if string.match(url["host"], "amazonaws")then -- We should be able to go fast on images since that's what a web browser does sleep_time = 0 end if sleep_time > 0.001 then os.execute("sleep " .. sleep_time) end return wget.actions.NOTHING end wget.callbacks.get_urls = function(file, url, is_css, iri) local urls = {} if string.match(url, "https://roon%.io/api/v1/blogs") then local content = read_file(file) if previous_status_code == 404 then io.stdout:write(" Nothing to grab here.\n") io.stdout:flush() return urls end blog_name = string.match(content, '"url":"http://([%a%d-]+).roon.io/"') assert(blog_name) io.stdout:write(" Grabbing the blog of " .. blog_name .. ".\n") io.stdout:flush() local new_url = "http://" .. blog_name .. ".roon.io/" table.insert(urls, { url=new_url, link_expect_html=1 }) local username = string.match(content, '"username":"([^"]+)"') assert(username) new_url = "https://roon.io/" .. username table.insert(urls, { url=new_url, link_expect_html=1 }) end if string.match(url, "roon%.io") then local html = read_file(file) for extra_url in string.gmatch(html, 'data-2x="(https?://[^"]+)"') do table.insert(urls, { url=extra_url }) end end return urls end
local class = require("pl.class") local sfmt = string.format local fs = require("pl.path") local dir = require("pl.dir") local file = require("pl.file") local tablex = require("pl.tablex") local pretty = require("pl.pretty") local Data = require("core.Data") local Area = require("core.Area") local Command = require("core.Command") local CommandType = require("core.CommandType") local Item = require("core.Item") local Npc = require("core.Npc") local QuestGoal = require("core.QuestGoal") local QuestReward = require("core.QuestReward") local Room = require("core.Room") local Skill = require("core.Skill") local SkillType = require("core.SkillType") local Helpfile = require("core.Helpfile") local Logger = require("core.Logger") local AttributeFormula = require("core.Attribute").AttributeFormula local srcPath = "./" ---@class BundleManager : Class ---@field state GameState local M = class() function M:_init(path, state) if not path or not fs.exists(path) then error("Invalid bundle path") end self.state = state self.bundlesPath = path self.areas = {} self.loaderRegistry = self.state.EntityLoaderRegistry end function M:loadBundles(distribute) distribute = distribute == nil and true or distribute Logger.verbose("LOAD: BUNDLES") local bundles = dir.getdirectories(self.bundlesPath) for _, bundlePath in ipairs(bundles) do local bundle = bundlePath:sub(#self.bundlesPath + 1) if fs.isfile(bundlePath) or bundle == "." or bundle == ".." then goto continue end if not tablex.find(self.state.Config.get("bundles", {}), bundle) then goto continue end self:loadBundle(bundle, bundlePath) ::continue:: end self.state.AttributeFactory:validateAttributes() Logger.verbose("ENDLOAD: BUNDLES") if not distribute then return end Logger.verbose("DIST: ...............") for _, areaRef in ipairs(self.areas) do Logger.verbose("-------------------DIST AREA:%s-------------------", areaRef) local area = self.state.AreaFactory:create(areaRef) area:hydrate(self.state) self.state.AreaManager:addArea(area) end end function M:loadBundle(bundle, bundlePath) --- every bundle can have this features local features = { -- quest goals/rewards have to be loaded before areas that have quests which use those goals { path = "quest-goals/", fn = "loadQuestGoals" }, { path = "quest-rewards/", fn = "loadQuestRewards" }, { path = "attributes.lua", fn = "loadAttributes" }, -- any entity in an area, including the area itself, can have behaviors so load them first { path = "behaviors/", fn = "loadBehaviors" }, { path = "channels.lua", fn = "loadChannels" }, { path = "commands/", fn = "loadCommands" }, { path = "effects/", fn = "loadEffects" }, { path = "input-events/", fn = "loadInputEvents" }, { path = "server-events/", fn = "loadServerEvents" }, { path = "player-events.lua", fn = "loadPlayerEvents" }, { path = "skills/", fn = "loadSkills" }, } Logger.verbose("LOAD: BUNDLE [%s] START", bundle) for _, feature in ipairs(features) do local path = bundlePath .. "/" .. feature.path if fs.exists(path) then self[feature.fn](self, bundle, path) end end self:loadAreas(bundle) self:loadHelp(bundle) Logger.verbose("ENDLOAD: BUNDLE [%q]", bundle) end function M:loadQuestGoals(bundle, goalsDir) Logger.verbose("\tLOAD: Quest Goals...") local files = dir.getfiles(goalsDir) for _, goalPath in ipairs(files) do local _, goalFile = fs.splitpath(goalPath) if not Data.isScriptFile(goalPath, goalFile) then goto continue end local goalName, ext = fs.splitext(goalFile) local loader = loadfile(goalPath)() local goalImport = QuestGoal:class_of(loader()) and loader or loader(srcPath) Logger.verbose("\t\t%s", goalName) self.state.QuestGoalManager:set(goalName, goalImport) Logger.verbose("\tENDLOAD: Quest Goals...") ::continue:: end end function M:loadQuestRewards(bundle, rewardsDir) Logger.verbose("\tLOAD: Quest Rewards...") local files = dir.getfiles(rewardsDir) for _, rewardPath in ipairs(files) do local _, rewardFile = fs.splitpath(rewardPath) if not Data.isScriptFile(rewardPath, rewardFile) then goto continue end local rewardName, ext = fs.splitext(rewardFile) local loader = loadfile(rewardPath)() local rewardImport = QuestReward:class_of(loader()) and loader or loader(srcPath) Logger.verbose("\t\t%s", rewardName) self.state.QuestRewardManager:set(rewardName, rewardImport) end Logger.verbose("\tENDLOAD: Quest Rewards...") ::continue:: end function M:loadAttributes(bundle, attributesFile) Logger.verbose("\tLOAD: Attributes...") local attributes = loadfile(attributesFile, "bt")() local errormsg = sfmt("\tAttributes file [%s] from bundle [%s]", attributesFile, bundle) if type(attributes) ~= "table" then Logger.error("%s does not define an array of attributes", errormsg) return end for _, attribute in ipairs(attributes) do if type(attribute) ~= "table" then Logger.error("%s not an object", errormsg) goto continue end if not attribute["name"] or not attribute["base"] then Logger.error("%s does not include required properties name and base", errormsg) goto continue end local formula if attribute.formula then formula = AttributeFormula(attribute.formula.requires, attribute.formula.fn) end Logger.verbose("\t\t-> %s", attribute.name) self.state.AttributeFactory:add(attribute.name, attribute.base, formula, attribute.metadata) ::continue:: end Logger.verbose("\tENDLOAD: Attributes...") end function M:loadPlayerEvents(bundle, eventsFile) Logger.verbose("\tLOAD: Player Events...") local loader = loadfile(eventsFile)() local playerListeners = self:_getLoader(loader, srcPath).listeners for eventName, listener in pairs(playerListeners) do Logger.verbose("\t\tEvent: %s", eventName) self.state.PlayerManager:addListener(eventName, listener(self.state)) end Logger.verbose("\tENDLOAD: Player Events...") end function M:loadAreas(bundle) Logger.verbose("\tLOAD: Areas..."); local areaLoader = self.loaderRegistry:get("areas"); areaLoader:setBundle(bundle); local areas = {}; if not areaLoader:hasData() then return areas end areas = areaLoader:fetchAll(); for name, manifest in pairs(areas) do self.areas[#self.areas + 1] = name self:loadArea(bundle, name, manifest) end Logger.verbose("\tENDLOAD: Areas"); end function M:loadArea(bundle, areaName, manifest) local definition = { bundle = bundle, manifest = manifest, quests = {}, items = {}, npcs = {}, rooms = {}, } local scriptPath = self:_getAreaScriptPath(bundle, areaName) if manifest.script then local areaScriptPath = sfmt("%s/%s.lua", scriptPath, manifest.script) -- '${scriptPath}/${manifest.script}.js' if not fs.exists(areaScriptPath) then Logger.warn("\t\t\t[%s] has non-existent script \"%s\"", areaName, manifest.script) end Logger.verbose("\t\t\tLoading Area Script for [%s]: %s", areaName, manifest.script) self:loadEntityScript(self.state.AreaFactory, areaName, areaScriptPath) end Logger.verbose("\t\tLOAD: Quests...") definition.quests = self:loadQuests(bundle, areaName) Logger.verbose("\t\tLOAD: Items...") definition.items = self:loadEntities(bundle, areaName, "items", self.state.ItemFactory) Logger.verbose("\t\tLOAD: NPCs...") definition.npcs = self:loadEntities(bundle, areaName, "npcs", self.state.MobFactory) Logger.verbose("\t\tLOAD: Rooms...") definition.rooms = self:loadEntities(bundle, areaName, "rooms", self.state.RoomFactory) Logger.verbose("\t\tDone.") for _, npcRef in pairs(definition.npcs) do local npc = self.state.MobFactory:getDefinition(npcRef) if not npc.quests then goto continue end for _, qid in ipairs(npc.quests) do local quest = self.state.QuestFactory:get(qid) if not quest then Logger.error("\t\t\tError: NPC is questor for non-existent quest [%q]", qid) goto continue2 end quest.npc = npcRef self.state.QuestFactory:set(qid, quest) ::continue2:: end ::continue:: end self.state.AreaFactory:setDefinition(areaName, definition) end function M:loadEntities(bundle, areaName, type, factory) local loader = self.loaderRegistry:get(type) loader:setBundle(bundle) loader:setArea(areaName) if not loader:hasData() then return {} end local entities = loader:fetchAll() if not entities then Logger.warn("\t\t\t%q has an invalid value [%q]", type, entities) return {} end local scriptPath = self:_getAreaScriptPath(bundle, areaName) local res = {} for _, entity in ipairs(entities) do local entityRef = factory:createEntityRef(areaName, entity.id) factory:setDefinition(entityRef, entity) if entity.script then local entityScript = sfmt("%s/%s/%s.lua", scriptPath, type, entity.script) if not fs.exists(entityScript) then Logger.warn("\t\t\t[%s] has non-existent script \"%s\"", entityRef, entity.script) else Logger.verbose("\t\t\tLoading Script [%s] %s", entityRef, entity.script) self:loadEntityScript(factory, entityRef, entityScript) end end res[#res + 1] = entityRef end return res end function M:loadEntityScript(factory, entityRef, scriptPath) local loader = loadfile(scriptPath, "bt")() local scriptListeners = self:_getLoader(loader, srcPath).listeners for eventName, listener in pairs(scriptListeners) do Logger.verbose("\t\t\t\tEvent: %s", eventName) factory:addScriptListener(entityRef, eventName, listener(self.state)) end end function M:loadQuests(bundle, areaName) local loader = self.loaderRegistry:get("quests") loader:setBundle(bundle) loader:setArea(areaName) local ok, quests = pcall(loader.fetchAll, loader) if not ok then Logger.warn(quests) quests = {} end local res = {} for _, quest in pairs(quests) do Logger.verbose("\t\t\tLoading Quest [%s:%s]", areaName, quest.id) self.state.QuestFactory:add(areaName, quest.id, quest) res[#res + 1] = self.state.QuestFactory:makeQuestKey(areaName, quest.id) end return res end function M:loadCommands(bundle, commandsDir) Logger.verbose("\tLOAD: Commands...") local files = dir.getallfiles(commandsDir) for _, commandPath in ipairs(files) do local _, commandFile = fs.splitpath(commandPath) if not Data.isScriptFile(commandPath, commandFile) then goto continue end local commandName = fs.splitext(commandFile) Logger.verbose("\t\tCommand: %q", commandName) local command = self:createCommand(commandPath, commandName, bundle) self.state.CommandManager:add(command) ::continue:: end Logger.verbose("\tENDLOAD: Commands...") end function M:createCommand(commandPath, commandName, bundle) local loader = loadfile(commandPath)() local cmdImport = self:_getLoader(loader, srcPath, self.bundlesPath) cmdImport.command = cmdImport.command(self.state) return Command(bundle, commandName, cmdImport, commandPath) end function M:loadChannels(bundle, channelsFile) Logger.verbose("\tLOAD: Channels...") local loader = loadfile(channelsFile)() local channels = self:_getLoader(loader, srcPath) if type(channels) ~= "table" then channels = { channels } end tablex.foreachi(channels, function(channel, i) channel.bundle = bundle self.state.ChannelManager:add(channel) end) Logger.verbose("\tENDLOAD: Channels...") end function M:loadHelp(bundle) Logger.verbose("\tLOAD: Help...") local loader = self.loaderRegistry:get("help") loader:setBundle(bundle) if not loader:hasData() then return end local records = loader:fetchAll() for helpName, body in pairs(records) do local hfile = Helpfile(bundle, helpName, body) self.state.HelpManager:add(hfile) end Logger.verbose("\tENDLOAD: Help...") end function M:loadInputEvents(bundle, inputEventsDir) Logger.verbose("\tLOAD: Events...") local files = dir.getallfiles(inputEventsDir) for _, eventPath in ipairs(files) do local _, eventFile = fs.splitpath(eventPath) if not Data.isScriptFile(eventPath, eventFile) then goto continue end local eventName = fs.splitext(eventFile) local loader = loadfile(eventPath)() local eventImport = self:_getLoader(loader, srcPath) if type(eventImport.event) ~= "function" then error(sfmt( "Bundle %s has an invalid input event %s. Expected a function, got: %q", bundle, eventName, eventImport.event)) end self.state.InputEventManager:add(eventName, eventImport.event(self.state)) ::continue:: end Logger.verbose("\tENDLOAD: Events...") end function M:loadBehaviors(bundle, behaviorsDir) Logger.verbose("\tLOAD: Behaviors...") local loadEntityBehaviors = function(type, manager, state) local typeDir = behaviorsDir .. type .. "/" if not fs.exists(typeDir) then return end Logger.verbose("\t\tLOAD: BEHAVIORS [%s]...", type) local files = dir.getallfiles(typeDir) for _, behaviorPath in ipairs(files) do local _, behaviorFile = fs.splitpath(behaviorPath) -- local behaviorPath = typeDir .. behaviorFile if not Data.isScriptFile(behaviorPath, behaviorFile) then goto continue end local behaviorName = fs.splitext(behaviorFile) Logger.verbose("\t\t\tLOAD: BEHAVIORS [%s] %s...", type, behaviorName) local loader = loadfile(behaviorPath)() local behaviorListeners = self:_getLoader(loader, srcPath).listeners for eventName, listener in pairs(behaviorListeners) do manager:addListener(behaviorName, eventName, listener(state)) end ::continue:: end end loadEntityBehaviors("area", self.state.AreaBehaviorManager, self.state) loadEntityBehaviors("npc", self.state.MobBehaviorManager, self.state) loadEntityBehaviors("item", self.state.ItemBehaviorManager, self.state) loadEntityBehaviors("room", self.state.RoomBehaviorManager, self.state) Logger.verbose("\tENDLOAD: Behaviors...") end function M:loadEffects(bundle, effectsDir) Logger.verbose("\tLOAD: Effects...") local files = dir.getallfiles(effectsDir) for _, effectPath in ipairs(files) do local _, effectFile = fs.splitpath(effectPath) if not Data.isScriptFile(effectPath, effectFile) then goto continue end local effectName = fs.splitext(effectFile) local loader = loadfile(effectPath)() Logger.verbose("\t\t%s", effectName) self.state.EffectFactory:add(effectName, self:_getLoader(loader, srcPath), self.state) ::continue:: end Logger.verbose("\tENDLOAD: Effects...") end function M:loadSkills(bundle, skillsDir) Logger.verbose("\tLOAD: Skills...") local files = dir.getfiles(skillsDir) for _, skillPath in ipairs(files) do local _, skillFile = fs.splitpath(skillPath) if not Data.isScriptFile(skillPath, skillFile) then goto continue end local skillName = fs.splitext(skillFile) local loader = loadfile(skillPath)() local skillImport = self:_getLoader(loader, srcPath) if skillImport.run then skillImport.run = skillImport.run(self.state) end Logger.verbose("\t\t%s", skillName) local skill = Skill(skillName, skillImport, self.state) if skill.type == SkillType.SKILL then self.state.SkillManager:add(skill) else self.state.SpellManager:add(skill) end ::continue:: end Logger.verbose("\tENDLOAD: Skills...") end function M:loadServerEvents(bundle, serverEventsDir) Logger.verbose("\tLOAD: Server Events...") local files = dir.getallfiles(serverEventsDir) for _, eventsPath in ipairs(files) do local _, eventsFile = fs.splitpath(eventsPath) if not Data.isScriptFile(eventsPath, eventsFile) then goto continue end local eventsName = fs.splitext(eventsFile) Logger.verbose("\t\t\tLOAD: SERVER-EVENTS %s...", eventsName) local loader = loadfile(eventsPath)() local eventsListeners = self:_getLoader(loader, srcPath).listeners for eventName, listener in pairs(eventsListeners) do self.state.ServerEventManager:add(eventName, listener(self.state)) end ::continue:: end Logger.verbose("\tENDLOAD: Server Events...") end function M:_getLoader(loader, ...) if type(loader) == "function" then return loader(...) end return loader end function M:_getAreaScriptPath(bundle, areaName) return sfmt("%s/%s/areas/%s/scripts", self.bundlesPath, bundle, areaName) end return M
--死境邪龙·法芙娜 local m=14010042 local cm=_G["c"..m] function cm.initial_effect(c) c:EnableReviveLimit() --special summon local e1=Effect.CreateEffect(c) e1:SetDescription(aux.Stringid(m,0)) e1:SetType(EFFECT_TYPE_FIELD) e1:SetCode(EFFECT_SPSUMMON_PROC) e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE+EFFECT_FLAG_UNCOPYABLE) e1:SetRange(LOCATION_HAND) e1:SetCondition(cm.spcon) e1:SetOperation(cm.spop) c:RegisterEffect(e1) --dis summon local e2=Effect.CreateEffect(c) e2:SetDescription(aux.Stringid(m,1)) e2:SetCategory(CATEGORY_DISABLE_SUMMON+CATEGORY_REMOVE) e2:SetType(EFFECT_TYPE_QUICK_O) e2:SetRange(LOCATION_MZONE) e2:SetCode(EVENT_SUMMON) e2:SetCondition(cm.con) e2:SetTarget(cm.tg) e2:SetOperation(cm.op) c:RegisterEffect(e2) --immune local e3=Effect.CreateEffect(c) e3:SetType(EFFECT_TYPE_SINGLE) e3:SetCode(EFFECT_IMMUNE_EFFECT) e3:SetProperty(EFFECT_FLAG_SINGLE_RANGE) e3:SetRange(LOCATION_MZONE) e3:SetValue(cm.efilter) c:RegisterEffect(e3) end function cm.filter1(c,tp,rg) return rg:IsExists(cm.filter2,1,c,tp,c,rg) end function cm.filter2(c,tp,mc,rg) local mg=Group.FromCards(c,mc) return rg:IsExists(cm.filter3,1,mg,tp,mg) end function cm.filter3(c,tp,mg) mg:AddCard(c) return Duel.GetMZoneCount(tp,mg,tp)>0 end function cm.spcon(e,c) if c==nil then return true end local tp=c:GetControler() local rg=Duel.GetMatchingGroup(function(c) return c:IsSummonType(SUMMON_TYPE_NORMAL) and c:IsReleasable() end,tp,LOCATION_MZONE,LOCATION_MZONE,nil) return rg:IsExists(cm.filter1,1,nil,tp,rg) end function cm.spop(e,tp,eg,ep,ev,re,r,rp,c) local rg=Duel.GetMatchingGroup(function(c) return c:IsSummonType(SUMMON_TYPE_NORMAL) and c:IsReleasable() end,tp,LOCATION_MZONE,LOCATION_MZONE,nil) Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_RELEASE) local g=rg:FilterSelect(tp,cm.filter1,1,1,nil,tp,rg) Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_RELEASE) local g2=rg:FilterSelect(tp,cm.filter2,1,1,g,tp,g:GetFirst(),rg) g:Merge(g2) local g3=rg:FilterSelect(tp,cm.filter3,1,1,g,tp,g) g:Merge(g3) Duel.Release(g,REASON_COST) end function cm.efilter(e,te) local c=e:GetHandler() local ec=te:GetHandler() if ec:IsHasCardTarget(c) or (te:IsHasType(EFFECT_TYPE_ACTIONS) and te:IsHasProperty(EFFECT_FLAG_CARD_TARGET) and c:IsRelateToEffect(te)) then return false end return true end function cm.con(e,tp,eg,ep,ev,re,r,rp) return Duel.GetCurrentChain()==0 and rp==1-tp end function cm.tg(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return true end Duel.SetOperationInfo(0,CATEGORY_DISABLE_SUMMON,eg,eg:GetCount(),0,0) Duel.SetOperationInfo(0,CATEGORY_DESTROY,eg,eg:GetCount(),0,0) end function cm.op(e,tp,eg,ep,ev,re,r,rp) Duel.NegateSummon(eg) Duel.Destroy(eg,REASON_EFFECT) end
local player = ... local stats = STATSMAN:GetCurStageStats():GetPlayerStageStats(player) local PercentDP = stats:GetPercentDancePoints() local percent = FormatPercentScore(PercentDP) -- Format the Percentage string, removing the % symbol percent = percent:gsub("%%", "") return Def.ActorFrame{ Name="PercentageContainer"..ToEnumShortString(player), OnCommand=function(self) self:y( 5 ) self:x( -101 ) end, -- dark background quad behind player percent score Def.Quad{ InitCommand=cmd(diffuse, color("#101519"); zoomto, 102,40) }, LoadFont("_wendy white")..{ Name="Percent", Text = percent, InitCommand=cmd(vertalign, middle; horizalign, right; zoom, 0.38), OnCommand=cmd(x, 45) } }
--- Item -- @classmod Data.Item local Item = { __class = 'Item', __index = require('__stdlib__/stdlib/data/data'), __call = require('__stdlib__/stdlib/data/data').__call } setmetatable(Item, Item) return Item
-------------------------------- -- @module PhysicsSprite3D -- @extend Sprite3D -- @parent_module cc -------------------------------- -- synchronize node transformation to physics. -- @function [parent=#PhysicsSprite3D] syncNodeToPhysics -- @param self -- @return PhysicsSprite3D#PhysicsSprite3D self (return value: cc.PhysicsSprite3D) -------------------------------- -- synchronize physics transformation to node. -- @function [parent=#PhysicsSprite3D] syncPhysicsToNode -- @param self -- @return PhysicsSprite3D#PhysicsSprite3D self (return value: cc.PhysicsSprite3D) -------------------------------- -- Get the Physics3DObject. -- @function [parent=#PhysicsSprite3D] getPhysicsObj -- @param self -- @return Physics3DObject#Physics3DObject ret (return value: cc.Physics3DObject) -------------------------------- -- Set synchronization flag, see Physics3DComponent. -- @function [parent=#PhysicsSprite3D] setSyncFlag -- @param self -- @param #int syncFlag -- @return PhysicsSprite3D#PhysicsSprite3D self (return value: cc.PhysicsSprite3D) -------------------------------- -- -- @function [parent=#PhysicsSprite3D] PhysicsSprite3D -- @param self -- @return PhysicsSprite3D#PhysicsSprite3D self (return value: cc.PhysicsSprite3D) return nil
return { CACHE_AGE = 3600, -- seconds ID_DELAY = 5000, -- milliseconds GATEWAY_DELAY = 500, -- milliseconds, DISCORD_EPOCH = 1420070400000, -- milliseconds GATEWAY_VERSION = 6, DEFAULT_AVATARS = 5, ZWSP = '\226\128\139', NS_PER_US = 1000, US_PER_MS = 1000, MS_PER_S = 1000, S_PER_MIN = 60, MIN_PER_HOUR = 60, HOUR_PER_DAY = 24, DAY_PER_WEEK = 7, GATEWAY_VERSION_VOICE = 3, }
function gflags_configs() return {system = false, configs = {mt = true, shared = true, debug = true}} end
require( "components/cavern/cavern_encounter" ) -------------------------------------------------------------------- if encounter_combat_sniper == nil then encounter_combat_sniper = class( {}, {}, CCavernEncounter ) end -------------------------------------------------------------------- function encounter_combat_sniper:GetEncounterType() return CAVERN_ROOM_TYPE_MOB end -------------------------------------------------------------------- function encounter_combat_sniper:GetEncounterLevels() return { 2 } end -------------------------------------------------------------------- function encounter_combat_sniper:Start() CCavernEncounter.Start( self ) self.nNumUnitsToSpawn = 1 for i = 1, self.nNumUnitsToSpawn do local vSpawnPoint = self.hRoom.vRoomCenter local hUnit = self:SpawnCreepByName( "npc_dota_creature_sniper", vSpawnPoint, true, nil, nil, DOTA_TEAM_BADGUYS ) --hUnit:FaceTowards( vSpawnPoint + RandomVector( 1 ) * flOffsetMin ) end self.hRoom.hRoomVolume:SetContextThink( GetEncounterContext( "Sniper" ), function() return self:OnThink() end, 0.0 ) return true end -------------------------------------------------------------------- function encounter_combat_sniper:OnThink() if IsServer() then if not self.bActive then return nil end return 1.0 end end --------------------------------------------------------------------
-- 1.2.1 Control de más salidas y su configuración -- configuro los pines local D1 = 1 local D2 = 2 -- condiguro los pines como salida gpio.mode(D1, 0) gpio.mode(D2, 0) -- encneder los LEDs gpio.write(D1,1) gpio.write(D2,1)
------------------------------------------------------------------------ --- @file arp.lua --- @brief Address resolution protocol (ARP) utility. --- Utility functions for the arp_header struct --- defined in \ref headers.lua . \n --- Includes: --- - Arp constants --- - Arp address utility --- - Arp header utility --- - Definition of Arp packets --- - Arp handler task ------------------------------------------------------------------------ local ffi = require "ffi" local pkt = require "packet" require "headers" local dpdkc = require "dpdkc" local dpdk = require "dpdk" local memory = require "memory" local filter = require "filter" local ns = require "namespaces" local eth = require "proto.ethernet" local ntoh, hton = ntoh, hton local ntoh16, hton16 = ntoh16, hton16 local bor, band, bnot, rshift, lshift= bit.bor, bit.band, bit.bnot, bit.rshift, bit.lshift local format = string.format local istype = ffi.istype -------------------------------------------------------------------------------------------------------- ---- ARP constants (c.f. http://www.iana.org/assignments/arp-parameters/arp-parameters.xhtml) -------------------------------------------------------------------------------------------------------- --- Arp protocol constants local arp = {} --- Hardware address type for ethernet arp.HARDWARE_ADDRESS_TYPE_ETHERNET = 1 --- Proto address type for IP (for ethernet based protocols uses etherType numbers \ref ethernet.lua) arp.PROTO_ADDRESS_TYPE_IP = 0x0800 --- Operation: request arp.OP_REQUEST = 1 --- Operation: reply arp.OP_REPLY = 2 -------------------------------------------------------------------------------------------------------- ---- ARP header -------------------------------------------------------------------------------------------------------- --- Module for arp_header struct (see \ref headers.lua). local arpHeader = {} arpHeader.__index = arpHeader --- Set the hardware address type. --- @param int Type as 16 bit integer. function arpHeader:setHardwareAddressType(int) int = int or arp.HARDWARE_ADDRESS_TYPE_ETHERNET self.hrd = hton16(int) end --- Retrieve the hardware address type. --- @return Type as 16 bit integer. function arpHeader:getHardwareAddressType() return hton16(self.hrd) end --- Retrieve the hardware address type. --- @return Type in string format. function arpHeader:getHardwareAddressTypeString() local type = self:getHardwareAddressType() if type == arp.HARDWARE_ADDRESS_TYPE_ETHERNET then return "Ethernet" else return format("0x%04x", type) end end --- Set the protocol address type. --- @param int Type as 16 bit integer. function arpHeader:setProtoAddressType(int) int = int or arp.PROTO_ADDRESS_TYPE_IP self.pro = hton16(int) end --- Retrieve the protocol address type. --- @return Type as 16 bit integer. function arpHeader:getProtoAddressType() return hton16(self.pro) end --- Retrieve the protocol address type. --- @return Type in string format. function arpHeader:getProtoAddressTypeString() local type = self:getProtoAddressType() if type == arp.PROTO_ADDR_TYPE_IP then return "IPv4" else return format("0x%04x", type) end end --- Set the hardware address length. --- @param int Length as 8 bit integer. function arpHeader:setHardwareAddressLength(int) int = int or 6 self.hln = int end --- Retrieve the hardware address length. --- @return Length as 8 bit integer. function arpHeader:getHardwareAddressLength() return self.hln end --- Retrieve the hardware address length. --- @return Length in string format. function arpHeader:getHardwareAddressLengthString() return self:getHardwareAddressLength() end --- Set the protocol address length. --- @param int Length as 8 bit integer. function arpHeader:setProtoAddressLength(int) int = int or 4 self.pln = int end --- Retrieve the protocol address length. --- @return Length as 8 bit integer. function arpHeader:getProtoAddressLength() return self.pln end --- Retrieve the protocol address length. --- @return Length in string format. function arpHeader:getProtoAddressLengthString() return self:getProtoAddressLength() end --- Set the operation. --- @param int Operation as 16 bit integer. function arpHeader:setOperation(int) int = int or arp.OP_REQUEST self.op = hton16(int) end --- Retrieve the operation. --- @return Operation as 16 bit integer. function arpHeader:getOperation() return hton16(self.op) end --- Retrieve the operation. --- @return Operation in string format. function arpHeader:getOperationString() local op = self:getOperation() if op == arp.OP_REQUEST then return "Request" elseif op == arp.OP_REPLY then return "Reply" else return op end end --- Set the hardware source address. --- @param addr Address in 'union mac_address' format. function arpHeader:setHardwareSrc(addr) self.sha:set(addr) end --- Retrieve the hardware source address. --- @return Address in 'union mac_address' format. function arpHeader:getHardwareSrc() return self.sha:get() end --- Set the hardware source address. --- @param addr Address in string format. function arpHeader:setHardwareSrcString(addr) self.sha:setString(addr) end --- Retrieve the hardware source address. --- @return Address in string format. function arpHeader:getHardwareSrcString() return self.sha:getString() end --- Set the hardware destination address. --- @param addr Address in 'union mac_address' format. function arpHeader:setHardwareDst(addr) self.tha:set(addr) end --- Retrieve the hardware destination address. --- @return Address in 'union mac_address' format. function arpHeader:getHardwareDst() return self.tha:get() end --- Set the hardware destination address. --- @param addr Address in string format. function arpHeader:setHardwareDstString(addr) self.tha:setString(addr) end --- Retrieve the hardware destination address. --- @return Address in string format. function arpHeader:getHardwareDstString() return self.tha:getString() end --- Set the protocol source address. --- @param addr Address in 'struct ip4_address' format. function arpHeader:setProtoSrc(addr) self.spa:set(addr) end --- Retrieve the protocol source address. --- @return Address in 'struct ip4_address' format. function arpHeader:getProtoSrc() return self.spa:get() end --- Set the protocol source address. --- @param addr Address in source format. function arpHeader:setProtoSrcString(addr) self.spa:setString(addr) end --- Retrieve the protocol source address. --- @return Address in string format. function arpHeader:getProtoSrcString() return self.spa:getString() end --- Set the protocol destination address. --- @param addr Address in 'struct ip4_address' format. function arpHeader:setProtoDst(addr) self.tpa:set(addr) end --- Retrieve the protocol destination address. --- @return Address in 'struct ip4_address' format. function arpHeader:getProtoDst() return self.tpa:get() end --- Set the protocol destination address. --- @param addr Address in string format. function arpHeader:setProtoDstString(addr) self.tpa:setString(addr) end --- Retrieve the protocol destination address. --- @return Address in string format. function arpHeader:getProtoDstString() return self.tpa:getString() end --- Set all members of the ip header. --- Per default, all members are set to default values specified in the respective set function. --- Optional named arguments can be used to set a member to a user-provided value. --- @param args Table of named arguments. Available arguments: HardwareAddressType, ProtoAddressType, HardwareAddressLength, ProtoAddressLength, Operation, HardwareSrc, HardwareDst, ProtoSrc, ProtoDst --- @param pre prefix for namedArgs. Default 'arp'. --- @code --- fill() --- only default values --- fill{ arpOperation=2, ipTTL=100 } --- all members are set to default values with the exception of arpOperation --- @endcode function arpHeader:fill(args, pre) args = args or {} pre = pre or "arp" self:setHardwareAddressType(args[pre .. "HardwareAddressType"]) self:setProtoAddressType(args[pre .. "ProtoAddressType"]) self:setHardwareAddressLength(args[pre .. "HardwareAddressLength"]) self:setProtoAddressLength(args[pre .. "ProtoAddressLength"]) self:setOperation(args[pre .. "Operation"]) local hwSrc = pre .. "HardwareSrc" local hwDst = pre .. "HardwareDst" local prSrc = pre .. "ProtoSrc" local prDst = pre .. "ProtoDst" args[hwSrc] = args[hwSrc] or "01:02:03:04:05:06" args[hwDst] = args[hwDst] or "07:08:09:0a:0b:0c" args[prSrc] = args[prSrc] or "0.1.2.3" args[prDst] = args[prDst] or "4.5.6.7" -- if for some reason the address is in 'union mac_address'/'union ipv4_address' format, cope with it if type(args[hwSrc]) == "string" then self:setHardwareSrcString(args[hwSrc]) else self:setHardwareSrc(args[hwSrc]) end if type(args[hwDst]) == "string" then self:setHardwareDstString(args[hwDst]) else self:setHardwareDst(args[hwDst]) end if type(args[prSrc]) == "string" then self:setProtoSrcString(args[prSrc]) else self:setProtoSrc(args[prSrc]) end if type(args[prDst]) == "string" then self:setProtoDstString(args[prDst]) else self:setProtoDst(args[prDst]) end end --- Retrieve the values of all members. --- @param pre prefix for namedArgs. Default 'arp'. --- @return Table of named arguments. For a list of arguments see "See also". --- @see arpHeader:fill function arpHeader:get(pre) pre = pre or "arp" local args = {} args[pre .. "HardwareAddressType"] = self:getHardwareAddressType() args[pre .. "ProtoAddressType"] = self:getProtoAddressType() args[pre .. "HardwareAddressLength"] = self:getHardwareAddressLength() args[pre .. "ProtoAddressLength"] = self:getProtoAddressLength() args[pre .. "Operation"] = self:getOperation() args[pre .. "HardwareSrc"] = self:getHardwareSrc() args[pre .. "HardwareDst"] = self:getHardwareDst() args[pre .. "ProtoSrc"] = self:getProtoSrc() args[pre .. "ProtoDst"] = self:getProtoDst() return args end --- Retrieve the values of all members. --- @return Values in string format. function arpHeader:getString() local str = "ARP hrd " .. self:getHardwareAddressTypeString() .. " (hln " .. self:getHardwareAddressLengthString() .. ") pro " .. self:getProtoAddressTypeString() .. " (pln " .. self:getProtoAddressLength(String) .. ") op " .. self:getOperationString() local op = self:getOperation() if op == arp.OP_REQUEST then str = str .. " who-has " .. self:getProtoDstString() .. " (" .. self:getHardwareDstString() .. ") tell " .. self:getProtoSrcString() .. " (" .. self:getHardwareSrcString() .. ")" elseif op == arp.OP_REPLY then str = str .. " " .. self:getProtoSrcString() .. " is-at " .. self:getHardwareSrcString() .. " (for " .. self:getProtoDstString() .. " @ " .. self:getHardwareDstString() .. ")" else str = str .. " " .. self:getHardwareSrcString() .. " > " .. self:getHardwareDstString() .. " " .. self:getProtoSrcString() .. " > " .. self:getProtoDstString() end return str end --- Resolve which header comes after this one (in a packet). --- For instance: in tcp/udp based on the ports. --- This function must exist and is only used when get/dump is executed on --- an unknown (mbuf not yet casted to e.g. tcpv6 packet) packet (mbuf) --- @return String next header (e.g. 'udp', 'icmp', nil) function arpHeader:resolveNextHeader() return nil end --- Change the default values for namedArguments (for fill/get). --- This can be used to for instance calculate a length value based on the total packet length. --- See proto/ip4.setDefaultNamedArgs as an example. --- This function must exist and is only used by packet.fill. --- @param pre The prefix used for the namedArgs, e.g. 'arp' --- @param namedArgs Table of named arguments (see See Also) --- @param nextHeader The header following after this header in a packet --- @param accumulatedLength The so far accumulated length for previous headers in a packet --- @return Table of namedArgs --- @see arpHeader:fill function arpHeader:setDefaultNamedArgs(pre, namedArgs, nextHeader, accumulatedLength) return namedArgs end --------------------------------------------------------------------------------- ---- Packets --------------------------------------------------------------------------------- --- Cast the packet to an Arp packet pkt.getArpPacket = packetCreate("eth", "arp") --------------------------------------------------------------------------------- ---- ARP Handler Task --------------------------------------------------------------------------------- --- Arp handler task, responds to ARP queries for given IPs and performs arp lookups --- @todo TODO implement garbage collection/refreshing entries \n --- the current implementation does not handle large tables efficiently \n --- @todo TODO multi-NIC support arp.arpTask = "__MG_ARP_TASK" --- Arp table --- TODO docu local arpTable = ns:get() --- Arp handler task --- @param qs TODO --- @todo TODO docu local function arpTask(qs) -- two ways to call this: single nic or array of nics if qs[1] == nil and qs.rxQueue then return arpTask({ qs }) end local ipToMac = {} -- loop over NICs/Queues for _, nic in pairs(qs) do if nic.txQueue.dev ~= nic.rxQueue.dev then error("both queues must belong to the same device") end if type(nic.ips) == "string" then nic.ips = { nic.ips } end for _, ip in pairs(nic.ips) do ipToMac[parseIPAddress(ip)] = nic.txQueue.dev:getMacString() end nic.txQueue.dev:l2Filter(eth.TYPE_ARP, nic.rxQueue) end local rxBufs = memory.createBufArray(1) local txMem = memory.createMemPool(function(buf) buf:getArpPacket():fill{ arpOperation = arp.OP_REPLY, pktLength = 60 } end) local txBufs = txMem:bufArray(1) arpTable.taskRunning = true while dpdk.running() do for _, nic in pairs(qs) do rx = nic.rxQueue:tryRecvIdle(rxBufs, 1000) assert(rx <= 1) if rx > 0 then local rxPkt = rxBufs[1]:getArpPacket() if rxPkt.eth:getType() == eth.TYPE_ARP then if rxPkt.arp:getOperation() == arp.OP_REQUEST then local ip = rxPkt.arp:getProtoDst() local mac = ipToMac[ip] if mac then txBufs:alloc(60) -- TODO: a single-packet API would be nice for things like this local pkt = txBufs[1]:getArpPacket() pkt.eth:setSrcString(mac) pkt.eth:setDst(rxPkt.eth:getSrc()) pkt.arp:setOperation(arp.OP_REPLY) pkt.arp:setHardwareDst(rxPkt.arp:getHardwareSrc()) pkt.arp:setHardwareSrcString(mac) pkt.arp:setProtoDst(rxPkt.arp:getProtoSrc()) pkt.arp:setProtoSrc(ip) nic.txQueue:send(txBufs) end elseif rxPkt.arp:getOperation() == arp.OP_REPLY then -- learn from all arp replies we see (arp cache poisoning doesn't matter here) local mac = rxPkt.arp:getHardwareSrcString() local ip = rxPkt.arp:getProtoSrcString() arpTable[tostring(parseIPAddress(ip))] = { mac = mac, timestamp = dpdk.getTime() } end end rxBufs:freeAll() end end -- send outstanding requests arpTable:forEach(function(ip, value) -- TODO: refresh or GC old entries if value ~= "pending" then return end arpTable[ip] = "requested" -- TODO: the format should be compatible with parseIPAddress ip = tonumber(ip) txBufs:alloc(60) local pkt = txBufs[1]:getArpPacket() pkt.eth:setDstString(eth.BROADCAST) pkt.arp:setOperation(arp.OP_REQUEST) pkt.arp:setHardwareDstString(eth.BROADCAST) pkt.arp:setProtoDst(ip) -- TODO: do not send requests on all devices, but only the relevant for _, nic in pairs(qs) do local mac = nic.txQueue.dev:getMacString() pkt.eth:setSrcString(mac) pkt.arp:setProtoSrc(parseIPAddress(nic.ips[1])) pkt.arp:setHardwareSrcString(mac) nic.txQueue:send(txBufs) end end) dpdk.sleepMillisIdle(1) end end --- Perform a lookup in the ARP table. --- Lookup the MAC address for a given IP. --- Blocks for up to 1 second if the arp task is not yet running --- Caution: this function uses locks and namespaces, must not be used in the fast path --- @param ip The ip address in string or cdata format to look up. function arp.lookup(ip) if type(ip) == "string" then ip = parseIPAddress(ip) elseif type(ip) == "cdata" then ip = ip:get() end if not arpTable.taskRunning then local waitForArpTask = 0 while not arpTable.taskRunning and waitForArpTask < 10 do dpdk.sleepMillis(100) end if not arpTable.taskRunning then error("ARP task is not running") end end local mac = arpTable[tostring(ip)] if type(mac) == "table" then return mac.mac, mac.timestamp end arpTable.lock(function() if not arpTable[tostring(ip)] then arpTable[tostring(ip)] = "pending" end end) return nil end --- Perform a non-blocking lookup in the ARP table. --- @param ip The ip address in string or cdata format to look up. --- @param timeout TODO --- @todo FIXME: this only sends a single request function arp.blockingLookup(ip, timeout) local timeout = dpdk.getTime() + timeout repeat local mac, ts = arp.lookup(ip) if mac then return mac, ts end dpdk.sleepMillisIdle(1000) until dpdk.getTime() >= timeout end __MG_ARP_TASK = arpTask --------------------------------------------------------------------------------- ---- Metatypes --------------------------------------------------------------------------------- ffi.metatype("struct arp_header", arpHeader) return arp
-- cbind - A library for generating bindings. -- Written in 2014 by Jesper Oskarsson jesosk@gmail.com -- -- To the extent possible under law, the author(s) have dedicated all copyright -- and related and neighboring rights to this software to the public domain worldwide. -- This software is distributed without any warranty. -- -- You should have received a copy of the CC0 Public Domain Dedication along with this software. -- If not, see <http://creativecommons.org/publicdomain/zero/1.0/>. local function each( list, func ) for _, item in ipairs( list ) do func( item ) end end local symbol_exists local function add_identifier( symbol, name ) if symbol_exists[name] then error( "Identifier has already been defined: '" .. name .. "'" ) end symbol_exists[name] = true end local function class_statement( symbol ) if symbol.is_define_member then for i = 1, #symbol.identifier_type_pairs do add_identifier(symbol, symbol.identifier_type_pairs[i].name.token.value) end end if symbol.is_property then add_identifier(symbol, symbol.name.token.value) end end function cdef_error_checking( symbol ) symbol_exists = {} if symbol.is_class then each( symbol.statements, class_statement ) end end
local table_insert = table.insert local todefault = function(x) return x == 'default' and '' or x end local platform_table = { macos='macosx', } local toplatform = function(plat) return platform_table[plat] or plat end local compiler_table = { msvc='cl', } local tocomp = function(comp) return compiler_table[comp] or comp end return { ignore = { -- msvc_isystem=true, msvc_isystem={external_as_include_system_flag=true}, }, tostroption=function(_, optname) return _.optprefix .. optname:gsub('_', '-') end, start=function(_, optprefix) _.optprefix = optprefix or '' _:_vcond_init({ _not='not', _and='and', _or='or', openblock='', closeblock='', ifopen='', ifclose='then', endif='end', }) local funcprefix = (_.is_C and 'jln_c_' or 'jln_cxx_') local compprefix = (_.is_C and 'cc' or 'cxx') local cxflags = _.is_C and 'cflags' or 'cxxflags' local import_base = _.is_C and 'c' or 'cpp' _.cxflags_name = cxflags local extraopts = { {compprefix, 'Path or name of the compiler for jln functions'}, {compprefix..'_version', 'Force the compiler version for jln functions'}, {'ld', 'Path or name of the linker for jln functions'}, } _:print('local _extraopt_flag_names = {') for i,extra in ipairs(extraopts) do local optname = extra[1] local opt = _:tostroption(optname) _:print(' ["' .. opt .. '"] = true,') _:print(' ["' .. optname .. '"] = true,') end _:print('}\n') _:print('local _flag_names = {') for option in _:getoptions() do local opt = _:tostroption(option.name) local list = {} for _,arg in ipairs(option.values) do table_insert(list, '["' .. arg .. '"]="' .. todefault(arg) .. '", ') end local allowed = table.concat(list) _:print(' ["' .. opt .. '"] = {' .. allowed .. '[""]=""},') if opt ~= option.name then _:print(' ["' .. option.name .. '"] = {' .. allowed .. '[""]=""},') end end _:print('}\n') local common_code = _:get_output() _._strs = {} _:print_header('--') _:print([[ local _import_base = ']] .. import_base .. [[' -- Registers new command-line options and set default values -- `default_options` (see create_options()) -- `extra_options` = { -- category :string|boolean = false -- add a category for option() -- import_base: string = ']] .. import_base .. [[' -- default value for ]] .. funcprefix .. [[rule() -- } ]]) _:print('\nfunction ' .. funcprefix .. 'init_options(default_options, extra_options)') _:print(common_code) _:print([[ if default_options then for k,v in pairs(default_options) do local ref = _flag_names[k] if not ref then if not _extraopt_flag_names[k] then local msg = "Unknown '" .. k .. "' jln flag name" print(msg) error(msg) end elseif not ref[v] then local msg = "Unknown value '" .. v .. "' for '" .. k .. "'" print(msg) error(msg) end end else default_options = {} end local check_option = function(opt, optname) local value = get_config(opt) if not _flag_names[optname][value] then os.raise(vformat("${color.error}Unknown value '%s' for '%s'", value, opt)) end end extra_options = extra_options or {} _import_base = extra_options.import_base or _import_base local category = extra_options.category category = category == true and ']] .. funcprefix .. [[flags' or category or nil ]]) for option in _:getoptions() do local optname = option.name local opt = _:tostroption(optname) _:print(' option("' .. opt .. '", {') _:print(' showmenu=true,') _:print(' category=category,') _:print(' description="' .. quotable_desc(option) .. '",') _:print(' values={"' .. table.concat(option.values, '", "') .. '"},') _:print(' default=default_options["' .. optname .. '"] ' .. (opt ~= optname and 'or default_options["' .. opt .. '"] ' or '') .. 'or "' .. option.default .. '",') _:print(' after_check=function(option) check_option("' .. opt .. '", "' .. optname .. '") end,') _:print(' })') end for i,extra in ipairs(extraopts) do local optname = extra[1] local desc = extra[2] local opt = _:tostroption(optname) _:print(' option("' .. opt .. '", {showmenu=true, description="' .. desc .. '", default=""})') end _:print('end\n') _:print([[ -- Set options for a specific mode (see also ]] .. funcprefix .. [[rule()) -- `options_by_modes` = { -- [modename]: { -- function() ... end, -- optional callback -- stl_debug='on', ... -- options (see create_options()) -- } -- } -- `extra_options` = { -- rulename :string = name for current mode (default value is '__]] .. funcprefix .. [[flags__') -- other options are sent to ]] .. funcprefix .. [[rule() -- } function ]] .. funcprefix .. [[init_modes(options_by_modes, extra_options) extra_options = extra_options or {} local rulename = extra_options.rulename or '__]] .. funcprefix .. [[flags__' for mode,options in pairs(options_by_modes) do if is_mode(mode) then local callback = options[1] if callback then options[1] = nil end ]] .. funcprefix .. [[rule(rulename, options, extra_options) if callback then options[1] = callback callback() end add_rules(rulename) return end end ]] .. funcprefix .. [[rule(rulename, {}, extra_options) add_rules(rulename) end local cached_flags = {} -- Create a new rule. Options are added to the current configuration (see create_options()) -- `options`: same as create_options() -- `extra_options` = { -- import_base :string = import directory containing flags.lua (default: ']] .. import_base .. [[') -- clone_options :boolean = make an internal copy of options -- which prevents changing it after the call to ]] .. funcprefix .. [[rule(). -- (default: false) -- other options are sent to get_flags() -- } function ]] .. funcprefix .. [[rule(rulename, options, extra_options) extra_options = extra_options or {} local import_base = extra_options.import_base or ']] .. import_base .. [[' if extra_options.clone_options then local cloned = {} for k, v in pairs(options) do cloned[k] = v end options = cloned end rule(rulename) on_load(function(target) local cached = cached_flags[rulename] if not cached then import(import_base .. '.flags') cached = flags.get_flags(options, extra_options) table.insert(cached.cxxflags, {force=true}) table.insert(cached.ldflags, {force=true}) cached_flags[rulename] = cached end target:add('cxxflags', table.unpack(cached.cxxflags)) target:add('ldflags', table.unpack(cached.ldflags)) end) rule_end() end ]]) _._options_str = _:get_output() _._strs = {} _:print('-- File generated with https://github.com/jonathanpoelen/cpp-compiler-options\n') _:print(common_code) _:print([[ import'core.platform.platform' import'lib.detect' local _get_extra = function(opt) local x = get_config(opt) return x ~= '' and x or nil end local _check_flags = function(d) for k,v in pairs(d) do local ref = _flag_names[k] if not ref then if not _extraopt_flag_names[k] then os.raise(vformat("${color.error}Unknown key: '%s'", k)) end elseif not ref[v] then os.raise(vformat("${color.error}Unknown value '%s' for '%s'", v, k)) end end end -- Returns the merge of the default options and options parameter -- `options`: table. ex: {warnings='on'} -- `options` can have 3 additional fields: -- - `cxx`: compiler name (otherwise deducted from --cxx and --toolchain) -- - `cxx_version`: compiler version (otherwise deducted from cxx). ex: '7', '7.2' -- - `ld`: linker name -- `extra_options` = { -- disable_other_options: bool = false -- } function create_options(options, extra_options) if options then _check_flags(options) local disable_other_options = extra_options and extra_options.disable_other_options return {]]) for option in _:getoptions() do local optname = option.name local opt = _:tostroption(optname) local isnotsamename = (opt ~= optname) _:print(' ' .. optname .. ' = options.' .. optname .. ' ' .. (isnotsamename and 'or options["' .. opt .. '"] ' or '') .. 'or (disable_other_options and "" or _flag_names.' .. optname .. '[get_config("' .. opt .. '")]),') end for i,extra in ipairs(extraopts) do local optname = extra[1] local opt = _:tostroption(optname) _:print(' ' .. optname .. ' = options.' .. optname .. ' ' .. (isnotsamename and 'or options["' .. opt .. '"] ' or '') .. 'or (not disable_other_options and _get_extra("' .. opt .. '")) or nil,') end _:print([[ } else return {]]) for option in _:getoptions() do local optname = option.name local opt = _:tostroption(optname) _:print(' ["' .. optname .. '"] = _flag_names["' .. optname .. '"][get_config("' .. opt .. '")],') end for i,extra in ipairs(extraopts) do local optname = extra[1] local opt = _:tostroption(optname) _:print(' ["' .. optname .. '"] = _get_extra("' .. opt .. '"),') end _:print([[ } end end -- Same as get_flags() and apply the options on a target function set_flags(target, options, extra_options) options = get_flags(options, extra_options) table.insert(options.cxxflags, {force=true}) table.insert(options.ldflags, {force=true}) target:add(']] .. cxflags .. [[', table.unpack(options.]] .. cxflags .. [[)) target:add('ldflags', table.unpack(options.ldflags)) table.remove(options.cxxflags) table.remove(options.ldflags) return options end local _compiler_by_toolname = { vs='cl', cl='cl', gcc='gcc', gxx='gcc', clang='clang', clangxx='clang', icc='icc', icpc='icc', icl='icl', icx='icx', icpx='icx', dpcpp='icx', } local _comp_cache = {} local _ld_cache local extract_progname_and_version_from_path = function(compiler) compiler = compiler:match('/([^/]+)$') or compiler local version = compiler:match('%d+%.?%d*%.?%d*$') or '' -- remove version suffix local has_sep = compiler:byte(#compiler - #version) == 45 -- '-' compiler = compiler:sub(1, #compiler - #version - (has_sep and 1 or 0)) return compiler, version end -- Returns an array of compile and link flags -- `options`: same as create_options() -- `extra_options` = { -- disable_other_options: bool = false -- print_compiler: bool = false -- for debug only -- } -- return {]] .. cxflags .. [[=table, ldflags=table} function get_flags(options, extra_options) options = create_options(options, extra_options) local compiler = options.]] .. compprefix .. [[ local version = options.]] .. compprefix .. [[_version local linker = options.ld if not linker then linker = _ld_cache if not linker then local program, toolname = platform.tool('ld') linker = toolname or detect.find_toolname(program) or '' _ld_cache = linker end end local original_compiler = compiler or '' local original_version = version or '' local compcache = (_comp_cache[original_compiler] or {})[original_version] local compversion if compcache then compiler = compcache[1] version = compcache[2] compversion = compcache[3] if not compiler then -- wrintf("Unknown compiler") return {]] .. cxflags .. [[={}, ldflags={}} end else if compiler then local restored_version = version compiler, version = extract_progname_and_version_from_path(compiler) version = restored_version or version else local toolname if not compiler then compiler, toolname = platform.tool(']] .. (_.is_C and "cc" or "cxx") .. [[') if not compiler then -- wprint("Unknown compiler") local tmp = _comp_cache[original_compiler] or {} tmp[original_version] = {} _comp_cache[original_compiler] = tmp return {]] .. cxflags .. [[={}, ldflags={}} end end local compinfos = detect.find_tool(toolname or compiler, {version=true, program=compiler}) if compinfos then compiler = compinfos.name version = compinfos.version else compiler, version = extract_progname_and_version_from_path(compiler) end end compiler = _compiler_by_toolname[compiler] or compiler compversion = {} for i in version:gmatch("%d+") do compversion[#compversion+1] = tonumber(i) end if not compversion[1] then wprint("Wrong version format: %s", version) compversion = 0 else compversion = compversion[1] * 100000 + (compversion[2] or 0) end local tmp = _comp_cache[original_compiler] or {} tmp[original_version] = {compiler, version, compversion} _comp_cache[original_compiler] = tmp end if extra_options and extra_options.print_compiler then cprint("get_flags: compiler: ${cyan}%s${reset}, version: ${cyan}%s", compiler, version) end local insert = table.insert local jln_cxflags, jln_ldflags = {}, {} ]]) end, _vcond_lvl=function(_, lvl, optname) return 'options.' .. optname .. ' == "' .. todefault(lvl) .. '"' end, _vcond_verless=function(_, major, minor) return 'compversion < ' .. tostring(major * 100000 + minor) end, _vcond_compiler=function(_, compiler) return 'compiler == "' .. tocomp(compiler) .. '"' end, _vcond_platform=function(_, platform) return 'is_plat("' .. toplatform(platform) .. '")' end, _vcond_linker=function(_, linker) return 'linker == "' .. linker .. '"' end, cxx=function(_, x) return _.indent .. 'insert(jln_cxflags, "' .. x .. '")\n' end, link=function(_, x) return _.indent .. 'insert(jln_ldflags, "' .. x .. '")\n' end, act=function(_, name, datas, optname) _:print(_.indent .. '-- unimplementable') return true end, stop=function(_, filebase) _:print(' return {' .. _.cxflags_name .. '=jln_cxflags, ldflags=jln_ldflags}\nend\n') return filebase and { {filebase .. '_options.lua', _._options_str}, {filebase, _:get_output()} } or _:get_output() end, }
vim.o.completeopt = "menuone,noselect" local cmp = require("cmp") local luasnip = require("luasnip") cmp.setup({ snippet = { expand = function(args) luasnip.lsp_expand(args.body) end, }, mapping = { ['<C-p>'] = cmp.mapping.select_prev_item(), ['<C-n>'] = cmp.mapping.select_next_item(), ['<C-d>'] = cmp.mapping.scroll_docs(-4), ['<C-f>'] = cmp.mapping.scroll_docs(4), ["<C-s>"] = cmp.mapping.complete(), ["<C-e>"] = cmp.mapping.close(), ["<CR>"] = cmp.mapping.confirm({ behavior = cmp.ConfirmBehavior.Replace, select = true, }), -- Tab mapping ['<Tab>'] = function(fallback) if cmp.visible() then cmp.select_next_item() elseif luasnip.expand_or_jumpable() then luasnip.expand_or_jump() else fallback() end end, ['<S-Tab>'] = function(fallback) if cmp.visible() then cmp.select_prev_item() elseif luasnip.jumpable(-1) then luasnip.jump(-1) else fallback() end end, }, sources = { { name = "nvim_lua" }, { name = "nvim_lsp" }, { name = "path" }, { name = "luasnip" }, { name = "buffer", keyword_length = 4 }, { name = "treesitter" }, { name = "emoji" }, }, formatting = { format = require("lspkind").cmp_format({ with_text = true, menu = { nvim_lua = "[API]", nvim_lsp = "[LSP]", path = "[Path]", luasnip = "[Snippet]", buffer = "[Buffer]", treesitter = "[TS]", emoji = "[Emoji]", }, }), }, })
local ailment_buildup = {}; local player; local language; local config; local ailments; local ailment_buildup_UI_entity; local time; local small_monster; local large_monster; local table_helpers; local drawing; function ailment_buildup.draw_dynamic(monster, ailment_buildups_position_on_screen, opacity_scale) local cached_config = config.current_config.large_monster_UI.dynamic.ailment_buildups; local global_scale_modifier = config.current_config.global_settings.modifiers.global_scale_modifier; if not cached_config.visibility then return; end for id, ailment in pairs(monster.ailments) do if id == ailments.stun_id then if not cached_config.filter.stun then goto continue; end elseif id == ailments.poison_id then if not cached_config.filter.poison then goto continue; end elseif id == ailments.blast_id then if not cached_config.filter.blast then goto continue; end else goto continue; end if cached_config.settings.time_limit ~= 0 and time.total_elapsed_seconds - ailment.last_change_time > cached_config.settings.time_limit then goto continue; end local total_buildup = 0; local top_buildup = 0; local displayed_players = {}; for player_id, player_buildup in pairs(ailment.buildup) do total_buildup = total_buildup + player_buildup; if player_buildup > top_buildup then top_buildup = player_buildup; end table.insert(displayed_players, { ["buildup"] = player_buildup, ["buildup_share"] = ailment.buildup_share[player_id], ["id"] = player_id } ); end if total_buildup == 0 then goto continue; end if cached_config.sorting.type == "Normal" then if cached_config.sorting.reversed_order then table.sort(displayed_players, function(left, right) return left.id < right.id; end); else table.sort(displayed_players, function(left, right) return left.id > right.id; end); end elseif cached_config.sorting.type == "Buildup" then if cached_config.sorting.reversed_order then table.sort(displayed_players, function(left, right) return left.buildup < right.buildup; end); else table.sort(displayed_players, function(left, right) return left.buildup > right.buildup; end); end elseif cached_config.sorting.type == "Buildup Percentage" then if cached_config.sorting.reversed_order then table.sort(displayed_players, function(left, right) return left.buildup_share < right.buildup_share; end); else table.sort(displayed_players, function(left, right) return left.buildup_share > right.buildup_share; end); end end local ailment_name = ""; if cached_config.ailment_name_label.include.ailment_name then ailment_name = ailment.name .. " "; end if cached_config.ailment_name_label.include.activation_count and ailment.activate_count ~= 0 then ailment_name = ailment_name .. "x" .. tostring(ailment.activate_count); end drawing.draw_label(monster.ailments[ailments.stun_id].ailment_buildup_dynamic_UI.ailment_name_label, ailment_buildups_position_on_screen, opacity_scale, ailment_name); local last_j = 0; for j, _player in ipairs(displayed_players) do local ailment_buildup_position_on_screen = { x = ailment_buildups_position_on_screen.x + cached_config.player_spacing.x * (j - 1) * global_scale_modifier, y = ailment_buildups_position_on_screen.y + cached_config.player_spacing.y * (j - 1) * global_scale_modifier; }; ailment_buildup_UI_entity.draw_dynamic(_player, monster.ailments[ailments.stun_id].ailment_buildup_dynamic_UI, ailment_buildup_position_on_screen, opacity_scale, top_buildup); last_j = j; end local total_buildup_position_on_screen = { x = ailment_buildups_position_on_screen.x + cached_config.player_spacing.x * last_j * global_scale_modifier, y = ailment_buildups_position_on_screen.y + cached_config.player_spacing.y * last_j * global_scale_modifier; }; drawing.draw_label(monster.ailments[ailments.stun_id].ailment_buildup_dynamic_UI.total_buildup_label, total_buildup_position_on_screen, opacity_scale, language.current_language.UI.total_buildup); drawing.draw_label(monster.ailments[ailments.stun_id].ailment_buildup_dynamic_UI.total_buildup_value_label, total_buildup_position_on_screen, opacity_scale, total_buildup); ailment_buildups_position_on_screen = { x = total_buildup_position_on_screen.x + cached_config.ailment_spacing.x * global_scale_modifier, y = total_buildup_position_on_screen.y + 17 + cached_config.ailment_spacing.y * global_scale_modifier }; ::continue:: end end function ailment_buildup.draw_static(monster, ailment_buildups_position_on_screen, opacity_scale) local cached_config = config.current_config.large_monster_UI.static.ailment_buildups; local global_scale_modifier = config.current_config.global_settings.modifiers.global_scale_modifier; if not cached_config.visibility then return; end for id, ailment in pairs(monster.ailments) do if id == ailments.stun_id then if not cached_config.filter.stun then goto continue; end elseif id == ailments.poison_id then if not cached_config.filter.poison then goto continue; end elseif id == ailments.blast_id then if not cached_config.filter.blast then goto continue; end else goto continue; end if cached_config.settings.time_limit ~= 0 and time.total_elapsed_seconds - ailment.last_change_time > cached_config.settings.time_limit then goto continue; end local total_buildup = 0; local top_buildup = 0; local displayed_players = {}; for player_id, player_buildup in pairs(ailment.buildup) do total_buildup = total_buildup + player_buildup; if player_buildup > top_buildup then top_buildup = player_buildup; end table.insert(displayed_players, { ["buildup"] = player_buildup, ["buildup_share"] = ailment.buildup_share[player_id], ["id"] = player_id } ); end if total_buildup == 0 then goto continue; end if cached_config.sorting.type == "Normal" then if cached_config.sorting.reversed_order then table.sort(displayed_players, function(left, right) return left.id < right.id; end); else table.sort(displayed_players, function(left, right) return left.id > right.id; end); end elseif cached_config.sorting.type == "Buildup" then if cached_config.sorting.reversed_order then table.sort(displayed_players, function(left, right) return left.buildup < right.buildup; end); else table.sort(displayed_players, function(left, right) return left.buildup > right.buildup; end); end elseif cached_config.sorting.type == "Buildup Percentage" then if cached_config.sorting.reversed_order then table.sort(displayed_players, function(left, right) return left.buildup_share < right.buildup_share; end); else table.sort(displayed_players, function(left, right) return left.buildup_share > right.buildup_share; end); end end local ailment_name = ""; if cached_config.ailment_name_label.include.ailment_name then ailment_name = ailment.name .. " "; end if cached_config.ailment_name_label.include.activation_count and ailment.activate_count ~= 0 then ailment_name = ailment_name .. "x" .. tostring(ailment.activate_count); end drawing.draw_label(monster.ailments[ailments.stun_id].ailment_buildup_static_UI.ailment_name_label, ailment_buildups_position_on_screen, opacity_scale, ailment_name); local last_j = 0; for j, _player in ipairs(displayed_players) do local ailment_buildup_position_on_screen = { x = ailment_buildups_position_on_screen.x + cached_config.player_spacing.x * (j - 1) * global_scale_modifier, y = ailment_buildups_position_on_screen.y + cached_config.player_spacing.y * (j - 1) * global_scale_modifier; }; ailment_buildup_UI_entity.draw_static(_player, monster.ailments[ailments.stun_id].ailment_buildup_static_UI, ailment_buildup_position_on_screen, opacity_scale, top_buildup); last_j = j; end local total_buildup_position_on_screen = { x = ailment_buildups_position_on_screen.x + cached_config.player_spacing.x * last_j * global_scale_modifier, y = ailment_buildups_position_on_screen.y + cached_config.player_spacing.y * last_j * global_scale_modifier; }; drawing.draw_label(monster.ailments[ailments.stun_id].ailment_buildup_static_UI.total_buildup_label, total_buildup_position_on_screen, opacity_scale, language.current_language.UI.total_buildup); drawing.draw_label(monster.ailments[ailments.stun_id].ailment_buildup_static_UI.total_buildup_value_label, total_buildup_position_on_screen, opacity_scale, total_buildup); ailment_buildups_position_on_screen = { x = total_buildup_position_on_screen.x + cached_config.ailment_spacing.x * global_scale_modifier, y = total_buildup_position_on_screen.y + 17 + cached_config.ailment_spacing.y * global_scale_modifier }; ::continue:: end end function ailment_buildup.draw_highlighted(monster, ailment_buildups_position_on_screen, opacity_scale) local cached_config = config.current_config.large_monster_UI.highlighted.ailment_buildups; local global_scale_modifier = config.current_config.global_settings.modifiers.global_scale_modifier; if not cached_config.visibility then return; end for id, ailment in pairs(monster.ailments) do if id == ailments.stun_id then if not cached_config.filter.stun then goto continue; end elseif id == ailments.poison_id then if not cached_config.filter.poison then goto continue; end elseif id == ailments.blast_id then if not cached_config.filter.blast then goto continue; end else goto continue; end if cached_config.settings.time_limit ~= 0 and time.total_elapsed_seconds - ailment.last_change_time > cached_config.settings.time_limit then goto continue; end local total_buildup = 0; local top_buildup = 0; local displayed_players = {}; for player_id, player_buildup in pairs(ailment.buildup) do total_buildup = total_buildup + player_buildup; if player_buildup > top_buildup then top_buildup = player_buildup; end table.insert(displayed_players, { ["buildup"] = player_buildup, ["buildup_share"] = ailment.buildup_share[player_id], ["id"] = player_id } ); end if total_buildup == 0 then goto continue; end if cached_config.sorting.type == "Normal" then if cached_config.sorting.reversed_order then table.sort(displayed_players, function(left, right) return left.id < right.id; end); else table.sort(displayed_players, function(left, right) return left.id > right.id; end); end elseif cached_config.sorting.type == "Buildup" then if cached_config.sorting.reversed_order then table.sort(displayed_players, function(left, right) return left.buildup < right.buildup; end); else table.sort(displayed_players, function(left, right) return left.buildup > right.buildup; end); end elseif cached_config.sorting.type == "Buildup Percentage" then if cached_config.sorting.reversed_order then table.sort(displayed_players, function(left, right) return left.buildup_share < right.buildup_share; end); else table.sort(displayed_players, function(left, right) return left.buildup_share > right.buildup_share; end); end end local ailment_name = ""; if cached_config.ailment_name_label.include.ailment_name then ailment_name = ailment.name .. " "; end if cached_config.ailment_name_label.include.activation_count and ailment.activate_count ~= 0 then ailment_name = ailment_name .. "x" .. tostring(ailment.activate_count); end drawing.draw_label(monster.ailments[ailments.stun_id].ailment_buildup_highlighted_UI.ailment_name_label, ailment_buildups_position_on_screen, opacity_scale, ailment_name); local last_j = 0; for j, _player in ipairs(displayed_players) do local ailment_buildup_position_on_screen = { x = ailment_buildups_position_on_screen.x + cached_config.player_spacing.x * (j - 1) * global_scale_modifier, y = ailment_buildups_position_on_screen.y + cached_config.player_spacing.y * (j - 1) * global_scale_modifier; }; ailment_buildup_UI_entity.draw_highlighted(_player, monster.ailments[ailments.stun_id].ailment_buildup_highlighted_UI, ailment_buildup_position_on_screen, opacity_scale, top_buildup); last_j = j; end local total_buildup_position_on_screen = { x = ailment_buildups_position_on_screen.x + cached_config.player_spacing.x * last_j * global_scale_modifier, y = ailment_buildups_position_on_screen.y + cached_config.player_spacing.y * last_j * global_scale_modifier; }; drawing.draw_label(monster.ailments[ailments.stun_id].ailment_buildup_highlighted_UI.total_buildup_label, total_buildup_position_on_screen, opacity_scale, language.current_language.UI.total_buildup); drawing.draw_label(monster.ailments[ailments.stun_id].ailment_buildup_highlighted_UI.total_buildup_value_label, total_buildup_position_on_screen, opacity_scale, total_buildup); ailment_buildups_position_on_screen = { x = total_buildup_position_on_screen.x + cached_config.ailment_spacing.x * global_scale_modifier, y = total_buildup_position_on_screen.y + 17 + cached_config.ailment_spacing.y * global_scale_modifier }; ::continue:: end end function ailment_buildup.draw_small(monster, ailment_buildups_position_on_screen, opacity_scale) local cached_config = config.current_config.small_monster_UI.ailment_buildups; local global_scale_modifier = config.current_config.global_settings.modifiers.global_scale_modifier; if not cached_config.visibility then return; end for id, ailment in pairs(monster.ailments) do if id == ailments.stun_id then if not cached_config.filter.stun then goto continue; end elseif id == ailments.poison_id then if not cached_config.filter.poison then goto continue; end elseif id == ailments.blast_id then if not cached_config.filter.blast then goto continue; end else goto continue; end if cached_config.settings.time_limit ~= 0 and time.total_elapsed_seconds - ailment.last_change_time > cached_config.settings.time_limit then goto continue; end local total_buildup = 0; local top_buildup = 0; local displayed_players = {}; for player_id, player_buildup in pairs(ailment.buildup) do total_buildup = total_buildup + player_buildup; if player_buildup > top_buildup then top_buildup = player_buildup; end table.insert(displayed_players, { ["buildup"] = player_buildup, ["buildup_share"] = ailment.buildup_share[player_id], ["id"] = player_id } ); end if total_buildup == 0 then goto continue; end if cached_config.sorting.type == "Normal" then if cached_config.sorting.reversed_order then table.sort(displayed_players, function(left, right) return left.id < right.id; end); else table.sort(displayed_players, function(left, right) return left.id > right.id; end); end elseif cached_config.sorting.type == "Buildup" then if cached_config.sorting.reversed_order then table.sort(displayed_players, function(left, right) return left.buildup < right.buildup; end); else table.sort(displayed_players, function(left, right) return left.buildup > right.buildup; end); end elseif cached_config.sorting.type == "Buildup Percentage" then if cached_config.sorting.reversed_order then table.sort(displayed_players, function(left, right) return left.buildup_share < right.buildup_share; end); else table.sort(displayed_players, function(left, right) return left.buildup_share > right.buildup_share; end); end end local ailment_name = ""; if cached_config.ailment_name_label.include.ailment_name then ailment_name = ailment.name .. " "; end if cached_config.ailment_name_label.include.activation_count and ailment.activate_count ~= 0 then ailment_name = ailment_name .. "x" .. tostring(ailment.activate_count); end drawing.draw_label(monster.ailments[ailments.stun_id].ailment_buildup_small_UI.ailment_name_label, ailment_buildups_position_on_screen, opacity_scale, ailment_name); local last_j = 0; for j, _player in ipairs(displayed_players) do local ailment_buildup_position_on_screen = { x = ailment_buildups_position_on_screen.x + cached_config.player_spacing.x * (j - 1) * global_scale_modifier, y = ailment_buildups_position_on_screen.y + cached_config.player_spacing.y * (j - 1) * global_scale_modifier; }; ailment_buildup_UI_entity.draw_small(_player, monster.ailments[ailments.stun_id].ailment_buildup_small_UI, ailment_buildup_position_on_screen, opacity_scale, top_buildup); last_j = j; end local total_buildup_position_on_screen = { x = ailment_buildups_position_on_screen.x + cached_config.player_spacing.x * last_j * global_scale_modifier, y = ailment_buildups_position_on_screen.y + cached_config.player_spacing.y * last_j * global_scale_modifier; }; drawing.draw_label(monster.ailments[ailments.stun_id].ailment_buildup_small_UI.total_buildup_label, total_buildup_position_on_screen, opacity_scale, language.current_language.UI.total_buildup); drawing.draw_label(monster.ailments[ailments.stun_id].ailment_buildup_small_UI.total_buildup_value_label, total_buildup_position_on_screen, opacity_scale, total_buildup); ailment_buildups_position_on_screen = { x = total_buildup_position_on_screen.x + cached_config.ailment_spacing.x * global_scale_modifier, y = total_buildup_position_on_screen.y + 17 + cached_config.ailment_spacing.y * global_scale_modifier }; ::continue:: end end function ailment_buildup.init_module() player = require("MHR_Overlay.Damage_Meter.player"); language = require("MHR_Overlay.Misc.language"); config = require("MHR_Overlay.Misc.config"); ailments = require("MHR_Overlay.Monsters.ailments"); ailment_buildup_UI_entity = require("MHR_Overlay.UI.UI_Entities.ailment_buildup_UI_entity"); time = require("MHR_Overlay.Game_Handler.time"); small_monster = require("MHR_Overlay.Monsters.small_monster"); large_monster = require("MHR_Overlay.Monsters.large_monster"); table_helpers = require("MHR_Overlay.Misc.table_helpers"); drawing = require("MHR_Overlay.UI.drawing"); end return ailment_buildup;
workspace "Durna" architecture "x64" startproject "ExampleGame" configurations { "Debug", "Release", "Dist" } defines { "_CRT_SECURE_NO_WARNINGS" } outputdir = "%{cfg.buildcfg}-%{cfg.system}-%{cfg.architecture}" IncludeDir = {} IncludeDir["GLFW"] = "ThirdParty/GLFW/include" IncludeDir["spdlog"] = "ThirdParty/spdlog/include" IncludeDir["ImGui"] = "ThirdParty/ImGui" IncludeDir["glm"] = "ThirdParty/glm" include "ThirdParty/glfw/premake5.lua" include "ThirdParty/Spdlog/premake5.lua" include "ThirdParty/ImGui/premake5.lua" project "Durna" location "Durna" kind "StaticLib" language "c++" cppdialect "c++17" staticruntime "on" targetdir ("Bin/" .. outputdir .. "/%{prj.name}") objdir ("Intermediate/" .. outputdir .. "/%{prj.name}") pchheader "DurnaPCH.h" pchsource "Durna/Source/DurnaPCH.cpp" files { "%{prj.name}/Source/**.h", "%{prj.name}/Source/**.cpp", "%{prj.name}/Source/ThirdParty/Glad/glad.c" } includedirs { "%{prj.name}/Source", "%{prj.name}/Source/ThirdParty/Glad/include", "%{IncludeDir.GLFW}", "%{IncludeDir.spdlog}", "%{IncludeDir.ImGui}", "%{IncludeDir.glm}" } links { "glfw", "opengl32.lib", "ImGui", "spdlog", } filter "files:**.c" flags {"NoPCH"} filter "system:windows" systemversion "latest" defines { "DRN_PLATFORM_WINDOWS", "DRN_BUILD_DLL" } filter "configurations:Debug" defines { "DRN_DEBUG" } runtime "Debug" symbols "on" filter "configurations:Release" defines { "DRN_RELEASE" } runtime "Release" optimize "on" filter "configurations:Dist" defines { "DRN_DIST" } runtime "Release" optimize "on" project "ExampleGame" location "ExampleGame" kind "ConsoleApp" language "c++" cppdialect "c++17" staticruntime "on" targetdir ("Bin/" .. outputdir .. "/%{prj.name}") objdir ("Intermediate/" .. outputdir .. "/%{prj.name}") files { "%{prj.name}/Source/**.h", "%{prj.name}/Source/**.cpp" } includedirs { "Durna/Source", "ThirdParty/Spdlog/include", "%{IncludeDir.glm}", "%{IncludeDir.ImGui}" } links "Durna" filter "system:windows" systemversion "latest" defines { "DRN_PLATFORM_WINDOWS" } filter "configurations:Debug" defines { "DRN_DEBUG" } runtime "Debug" symbols "on" filter "configurations:Release" defines { "DRN_RELEASE" } runtime "Release" optimize "on" filter "configurations:Dist" defines { "DRN_DIST" } runtime "Release" optimize "on"
local HybridCNNLong = {} function HybridCNNLong.cnn(alphasize, emb_dim, dropout, avg, cnn_dim) dropout = dropout or 0.0 avg = avg or 0 cnn_dim = cnn_dim or 256 local inputs = {} table.insert(inputs, nn.Identity()()) -- Bag local net = nn.Sequential() -- 201 x alphasize net:add(nn.TemporalConvolution(alphasize, 384, 4)) net:add(nn.Threshold()) net:add(nn.TemporalMaxPooling(3, 3)) -- 66 x 256 net:add(nn.TemporalConvolution(384, 512, 4)) net:add(nn.Threshold()) net:add(nn.TemporalMaxPooling(3, 3)) -- 21 x 256 net:add(nn.TemporalConvolution(512, cnn_dim, 4)) net:add(nn.Threshold()) local h1 = nn.SplitTable(2)(net(inputs[1])) local r2 = FixedRNN.rnn(18, avg, cnn_dim)(h1) out = nn.Linear(cnn_dim, emb_dim)(nn.Dropout(dropout)(r2)) local outputs = {} table.insert(outputs, out) return nn.gModule(inputs, outputs) end return HybridCNNLong
local addonName, ns = ... --Some Tags oUF.Tags.Events["shorthp"] = "UNIT_HEALTH" oUF.Tags.Methods["shorthp"] = function(unit) if not UnitIsDeadOrGhost(unit) then local hp = UnitHealth(unit) return AbbreviateLargeNumbers(hp) end end oUF.Tags.Events["shortpp"] = "UNIT_POWER" oUF.Tags.Methods["shortpp"] = function(unit) if not UnitIsDeadOrGhost(unit) then local pp = UnitPower(unit) return AbbreviateLargeNumbers(pp) end end oUF.Tags.Events["shortname"] = "UNIT_NAME" oUF.Tags.Methods["shortname"] = function(unit) local name = UnitName(unit) return string.sub(UnitName(unit), 1, 20) end oUF.Tags.Events["readycheckicon"] = "DoReadyCheck" oUF.Tags.SharedEvents["IsInGroup"] = true oUF.Tags.Methods["readycheckicon"] = function(unit) if unit == "player" and IsInGroup() then return [[|TInterface\RAIDFRAME\ReadyCheck-Ready|t]] end end oUF.Tags.Events["rsicon"] = "PLAYER_UPDATE_RESTING" oUF.Tags.SharedEvents["PLAYER_UPDATE_RESTING"] = true oUF.Tags.Methods["rsicon"] = function(unit) if unit == "player" and IsResting() then return [[|TInterface\CharacterFrame\UI-StateIcon:0:0:0:-6:64:64:28:6:6:28|t]] end end oUF.Tags.Events["combaticon"] = "PLAYER_REGEN_DISABLED PLAYER_REGEN_ENABLED" oUF.Tags.SharedEvents["PLAYER_REGEN_DISABLED"] = true oUF.Tags.SharedEvents["PLAYER_REGEN_ENABLED"] = true oUF.Tags.Methods["combaticon"] = function(unit) if unit == "player" and UnitAffectingCombat("player") then return [[|TInterface\CharacterFrame\UI-StateIcon:0:0:0:0:64:64:37:58:5:26|t]] end end oUF.Tags.Events["leadericon"] = "GROUP_ROSTER_UPDATE" oUF.Tags.SharedEvents["GROUP_ROSTER_UPDATE"] = true oUF.Tags.Methods["leadericon"] = function(unit) if UnitIsGroupLeader(unit) then return [[|TInterface\GroupFrame\UI-Group-LeaderIcon:0|t]] elseif UnitInRaid(unit) and UnitIsGroupAssistant(unit) then return [[|TInterface\GroupFrame\UI-Group-AssistantIcon:0|t]] end end oUF.Tags.Events["mastericon"] = "PARTY_LOOT_METHOD_CHANGED GROUP_ROSTER_UPDATE" oUF.Tags.SharedEvents["PARTY_LOOT_METHOD_CHANGED"] = true oUF.Tags.SharedEvents["GROUP_ROSTER_UPDATE"] = true oUF.Tags.Methods["mastericon"] = function(unit) local method, pid, rid = GetLootMethod() if method ~= "master" then return end local munit if pid then if pid == 0 then munit = "player" else munit = "party" .. pid end elseif rid then munit = "raid" .. rid end if munit and UnitIsUnit(munit, unit) then return [[|TInterface\GroupFrame\UI-Group-MasterLooter:0:0:0:2|t]] end end ns.tags = tags
local L = BigWigs:NewBossLocale("Court of Stars Trash", "deDE") if not L then return end if L then L.Guard = "Wachposten der Dämmerwache" L.Construct = "Wächterkonstrukt" L.Enforcer = "Dämonenversklavte Vollstreckerin" L.Hound = "Legionshund" L.Mistress = "Schattenmeisterin" L.Gerenth = "Verdächtiger Adliger" L.Jazshariu = "Jazshariu" L.Imacutya = "Imacutya" L.Baalgar = "Baalgar der Wachsame" L.Inquisitor = "Wachsamer Inquisitor" L.BlazingImp = "Lodernder Wichtel" L.Energy = "Gebundene Energie" L.Manifestation = "Arkane Manifestation" L.Wyrm = "Manawyrm" L.Arcanist = "Arkanist der Dämmerwache" L.InfernalImp = "Höllenwichtel" L.Malrodi = "Arkanistin Malrodi" L.Velimar = "Velimar" L.ArcaneKeys = "Arkane Schlüssel" L.clues = "Hinweise" L.InfernalTome = "Höllischer Foliant" L.MagicalLantern = "Magische Laterne" L.NightshadeRefreshments = "Nachtschattenerfrischungen" L.StarlightRoseBrew = "Sternlichtrosenbräu" L.UmbralBloom = "Umbralblüte" L.WaterloggedScroll = "Durchnässte Schriftrolle" L.BazaarGoods = "Basarwaren" L.LifesizedNightborneStatue = "Lebensgroße Nachtgeborenenstatue" L.DiscardedJunk = "Ausrangierter Schrott" L.WoundedNightborneCivilian = "Verwundeter Zivilist der Nachtgeborenen" L.announce_buff_items = "Buff-Items bekanntgeben" L.announce_buff_items_desc = "Gibt bekannt, welche verfügbaren Buff-Items in der Instanz vorhanden sind und wer sie benutzen kann." L.available = "%s|cffffffff%s|r vorhanden" -- Context: item is available to use L.usableBy = "benutzbar von %s" -- Context: item is usable by someone L.custom_on_use_buff_items = "Buff-Items sofort benutzen" L.custom_on_use_buff_items_desc = "Durch die Aktivierung dieser Option werden die Buff-Items beim anklicken sofort benutzt, ausgenommen derjenigen, die eine der drei Botschafter des zweiten Bosses rufen." L.spy_helper = "Spion Event Helfer" L.spy_helper_desc = "Zeigt eine Infobox mit allen Hinweisen über den Spion an. Diese Hinweise werden ebenfalls im Chat an deine Gruppe geschickt." L.clueFound = "Hinweise gefunden (%d/5): |cffffffff%s|r" L.spyFound = "Der Spion wurde von %s gefunden!" L.spyFoundChat = "Ich habe den Spion gefunden!" L.spyFoundPattern = "Na, na, wir wollen doch nicht voreilig sein" -- Na, na, wir wollen doch nicht voreilig sein, [player]. Wieso folgt Ihr mir nicht, damit wir in etwas privaterer Umgebung darüber sprechen können... L.hints = { "Umhang", "Kein Umhang", "Geldbeutel", "Fläschchen", "Lange Ärmel", "Kurze Ärmel", "Handschuhe", "Keine Handschuhe", "Männlich", "Weiblich", "Helle Weste", "Dunkle Weste", "Kein Fläschchen", "Buch", } --[[ !!! WICHTIGE INFORMATION FÜR ALLE ÜBERSETZER !!! ]]-- --[[ Die folgenden Übersetzungen müssen exakt mit den Texten der Geschwätzige Plaudertaschen übereinstimmen. ]]-- -- Umhang L["Jemand erwähnte, dass der Spion vorhin hier hereinkam und einen Umhang trug."] = 1 L["Mir ist zu Ohren gekommen, dass der Spion gerne Umhänge trägt."] = 1 -- Kein Umhang L["Ich hörte, dass der Spion seinen Umhang im Palast gelassen hat, bevor er hierhergekommen ist."] = 2 L["Ich hörte, dass der Spion keine Umhänge mag und sich weigert, einen zu tragen."] = 2 -- Geldbeutel L["Ich hörte, dass der Gürtelbeutel des Spions mit ausgefallenem Garn gesäumt wurde."] = 3 L["Ein Freund behauptet, dass der Spion Gold liebt und einen Gürtelbeutel voll davon hat."] = 3 L["Mir ist zu Ohren gekommen, dass der Gürtelbeutel des Spions mit Gold gefüllt ist, um besonders extravagant zu erscheinen."] = 3 L["Ich hörte, dass der Spion immer einen magischen Beutel mit sich herumträgt."] = 3 -- Fläschchen L["Ich bin mir ziemlich sicher, dass der Spion Tränke am Gürtel trägt."] = 4 L["Ich hörte, dass der Spion Tränke mitgebracht hat... Ich frage mich wieso?"] = 4 L["Wie ich hörte, hat der Spion einige Tränke mitgebracht... für alle Fälle."] = 4 L["Von mir habt Ihr das nicht... aber der Spion verkleidet sich als Alchemist und trägt Tränke an seinem Gürtel."] = 4 -- Lange Ärmel L["Wie ich hörte, trägt der Spion heute Abend Kleidung mit langen Ärmeln."] = 5 L["Einer meiner Freunde erwähnte, dass der Spion lange Ärmel trägt."] = 5 L["Jemand sagte, dass der Spion heute Abend seine Arme mit langen Ärmeln bedeckt."] = 5 L["Ich habe am frühen Abend einen kurzen Blick auf die langen Ärmel des Spions erhascht."] = 5 -- Kurze Ärmel L["Jemand sagte mir, dass der Spion lange Ärmel hasst."] = 6 L["Mir ist zu Ohren gekommen, dass der Spion kurze Ärmel trägt, damit er seine Arme ungehindert bewegen kann."] = 6 L["Man hat mir zugetragen, dass der Spion die kühle Luft mag und deshalb heute Abend keine langen Ärmel trägt."] = 6 L["Eine meiner Freundinnen sagte, dass sie die Kleidung des Spions gesehen hat. Er trägt keine langen Ärmel."] = 6 -- Handschuhe L["Einem Gerücht zufolge trägt der Spion immer Handschuhe."] = 7 L["Wie ich hörte, verbirgt der Spion sorgfältig die Hände."] = 7 L["Jemand behauptete, dass der Spion Handschuhe trägt, um sichtbare Narben zu verbergen."] = 7 L["Ich hörte, dass der Spion immer Handschuhe anlegt."] = 7 -- Keine Handschuhe L["Wisst Ihr... Ich habe ein zusätzliches Paar Handschuhe im Hinterzimmer gefunden. Wahrscheinlich ist der Spion hier irgendwo mit bloßen Händen unterwegs."] = 8 L["Es gibt Gerüchte, dass der Spion niemals Handschuhe trägt."] = 8 L["Ich hörte, dass der Spion es vermeidet, Handschuhe zu tragen, falls er schnell handeln muss."] = 8 L["Mir ist zu Ohren gekommen, dass der Spion ungern Handschuhe trägt."] = 8 -- Männlich L["Irgendwo habe ich gehört, dass der Spion nicht weiblich ist."] = 9 L["Ich hörte, dass der Spion ein äußerst gutaussehender Herr ist."] = 9 L["Ein Gast sagte, sie sah, wie ein Herr an der Seite der Großmagistrix das Anwesen betreten hat."] = 9 L["Einer der Musiker sagte, er stellte unablässig Fragen über den Bezirk."] = 9 -- Weiblich L["Jemand hat behauptet, dass unser neuester Gast nicht männlich ist."] = 10 L["Ein Gast hat beobachtet, wie sie und Elisande vorhin gemeinsam eingetroffen sind."] = 10 L["Man sagt, die Spionin wäre hier und sie wäre eine wahre Augenweide."] = 10 L["Wie ich höre, hat eine Frau sich ständig nach diesem Bezirk erkundigt..."] = 10 -- Helle Weste L["Der Spion bevorzugt auf jeden Fall Westen mit hellen Farben."] = 11 L["Wie ich hörte, trägt der Spion auf der Party heute Abend eine helle Weste."] = 11 L["Die Leute sagen, dass der Spion heute Abend keine dunkle Weste trägt."] = 11 -- Dunkle Weste L["Der Spion bevorzugt auf alle Fälle dunkle Kleidung."] = 12 L["Ich hörte, dass die Weste des Spions heute Abend von dunkler, kräftiger Farbe ist."] = 12 L["Dem Spion gefallen Westen mit dunklen Farben... dunkel wie die Nacht."] = 12 L["Gerüchten zufolge vermeidet der Spion es, helle Kleidung zu tragen, damit er nicht so auffällt."] = 12 -- Kein Fläschchen L["Eine Musikerin erzählte mir, dass sie gesehen hat, wie der Spion seinen letzten Trank wegwarf und jetzt keinen mehr übrig hat."] = 13 L["Wie ich hörte, hat der Spion keine Tränke bei sich."] = 13 -- Buch L["Gerüchten zufolge liest der Spion gerne und trägt immer mindestens ein Buch bei sich."] = 14 L["Ich hörte, dass der Spion immer ein Buch mit niedergeschriebenen Geheimnissen am Gürtel trägt."] = 14 end L = BigWigs:NewBossLocale("Advisor Melandrus", "deDE") if L then L.warmup_trigger = "Eine weitere Fehlleistung, Melandrus. Aber Ihr könnt es wiedergutmachen. Vernichtet die Eindringlinge. Ich muss zurück zur Nachtfestung." end
local db_mgr = require "common.db_mgr" local agent_db = {} return agent_db