content
stringlengths 5
1.05M
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w = love.graphics.getWidth();
h = love.graphics.getHeight();
max_acc = 180
max_vel = 60
max_visible_dist = 60
damping = 0.0
min_dist = 18;
mouse_flee_radius = 35
keep_distance = true;
stay_centered = true
adjust_velocity = true
stay_on_display = true
show_visible = false
should_flee = false
boids = {};
function love.mousereleased(x, y, button)
if button == "l" then
addBoid(x,y)
end
if button == "r" then
remove_nearest_Boid(x,y)
end
end
function love.keypressed( key, isrepeat )
if (key == "d") then
keep_distance = not keep_distance
end
if (key == "c") then
stay_centered = not stay_centered
end
if (key == "v") then
adjust_velocity = not adjust_velocity
end
if (key == "s") then
stay_on_display = not stay_on_display
end
if (key == "q") then
show_visible = not show_visible
end
if (key == "t") then
for i = 1, 10, 1 do
addBoid(w*0.5, h*0.5);
end
end
if (key == "f") then
should_flee = not should_flee
end
end
function addBoid(x,y)
local b = {
pos_x = x,
pos_y = y,
vel_x = math.random()*14-7,
vel_y = math.random()*14-7,
acc_x = 0,
acc_y = 0,
}
table.insert(boids,b)
end
function remove_nearest_Boid(x,y)
local distSQ = math.huge
local i = 1
for index, value in ipairs(boids) do
local temp = (value.pos_x-x)*(value.pos_x-x)+(value.pos_y-y)*(value.pos_y-y)
if distSQ>temp then
distSQ = temp
i = index
end
end
table.remove(boids,i)
end
function dir_move_to(boid,x,y)
local dx, dy, l
dx = x - boid.pos_x
dy = y - boid.pos_y
local l = math.sqrt(dx*dx+dy*dy)
if (l>0.0) then
return dx/l, dy/l
else
return 0,0
end
end
function boid_apply_acc(boid, dir_x, dir_y)
local l = math.sqrt(dir_x*dir_x+dir_y*dir_y)
if l<=0.0 then return end
boid.acc_x = dir_x/l*max_acc;
boid.acc_y = dir_y/l*max_acc;
end
function visible_boids(boid)
local dsq = max_visible_dist*max_visible_dist
local dx = 0; local dy = 0
local visibles = {}
for index, value in ipairs(boids) do
dx = value.pos_x - boid.pos_x
dy = value.pos_y - boid.pos_y
if dx*dx + dy*dy <= dsq then
table.insert(visibles, value);
end
end
return visibles
end
function dir_flee_mouse(boid)
local mx, my = love.mouse.getPosition( )
if ((mx-boid.pos_x)*(mx-boid.pos_x)+(my-boid.pos_y)*(my-boid.pos_y)<mouse_flee_radius*mouse_flee_radius) then
local dx, dy = dir_move_to(boid, mx, my)
return -dx,-dy
else
return 0,0
end
end
function dir_keep_distance(boid, vis)
local dir_x=0; local dir_y=0; local dx = 0; local dy = 0;
local l = 0
for index, value in ipairs(vis) do
dx = value.pos_x - boid.pos_x
dy = value.pos_y - boid.pos_y
l = math.sqrt(dx*dx+dy*dy)
if l>0.0 and l <= min_dist then
dir_x = dir_x-dx/l; dir_y = dir_y-dy/l
end
end
l = math.sqrt(dir_x*dir_x+dir_y*dir_y)
if l>0.0 then
return dir_x/l, dir_y/l
--return dx,dy
else
return 0, 0
end
end
function dir_center(boid, vis)
local x = 0
local y = 0
local c = 0
for index, value in ipairs(vis) do
x = x+value.pos_x
y = y+value.pos_y
c = c+1
end
if c>0 then
x=x/c; y=y/c
else
x=boid.pos_x; y = boid.pos_y
end
return dir_move_to(boid, x,y)
end
function dir_average_vel(boid, vis)
local x = 0
local y = 0
local c = 0
for index, value in ipairs(vis) do
x = x+value.vel_x
y = y+value.vel_y
c = c+1
end
if c>0 then
x=x/c; y=y/c
else
x=boid.vel_x; y = boid.vel_y
end
local l = math.sqrt(x*x+y*y)
if l>0.0 then
return x/l, y/l
--return dx,dy
else
return 0, 0
end
end
function love.load()
for i = 1, 50, 1 do
addBoid(math.random()*w*0.4+w*0.3, math.random()*h*0.4+h*0.3);
--addBoid(math.random()+w*0.5, math.random()+h*0.5);
end
end
function love.update(dt)
-- Physics
for index, value in ipairs(boids) do
value.vel_x = value.vel_x+dt*value.acc_x;
value.vel_y = value.vel_y+dt*value.acc_y;
value.vel_x = value.vel_x*(1.0-damping)
value.vel_y = value.vel_y*(1.0-damping)
local vel = math.sqrt(value.vel_x*value.vel_x+value.vel_y*value.vel_y)
if(vel>max_vel) then
local d = max_vel/vel;
value.vel_x = value.vel_x* d
value.vel_y = value.vel_y*d
end
value.pos_x = value.pos_x+dt*value.vel_x;
value.pos_y = value.pos_y+dt*value.vel_y;
end
-- Boid's Mind
for index, value in ipairs(boids) do
--dx, dy = dir_move_to(value,w*0.5,h*0.5)
local vis = visible_boids(value)
local dx, dy = 0,0
if keep_distance then dx, dy = dir_keep_distance(value, vis) end
local cx, cy = 0,0
if stay_centered then cx, cy = dir_center(value,vis) end
local vx, vy = dir_average_vel(value,vis)
if adjust_velocity then vx, vy = dir_average_vel(value,vis) end
local wx=0
local wy = 0
if stay_on_display then
local offset = 40
if (value.pos_x<offset) then wx = 1 end
if (value.pos_y<offset) then wy = 1 end
if (value.pos_x>w-offset) then wx = -1 end
if (value.pos_y>h-offset) then wy = -1 end
end
local fx, fy = 0,0
if (should_flee) then
fx, fy = dir_flee_mouse(value)
end
boid_apply_acc(value, (dx+wx)*2+cx+vx+8*fx,(dy+wy)*2+cy+vy+wy+8*fy)
end
end
function love.draw()
for index, value in ipairs(boids) do
love.graphics.circle( "fill", value.pos_x, value.pos_y, 5, 10 )
if show_visible then
love.graphics.circle( "line", value.pos_x, value.pos_y, max_visible_dist, 100 )
end
end
love.graphics.print(string.format("Keep distance[d]:%s, Stay centered[c]:%s, Adjust velocity[v]:%s, Stay on display[s]:%s",tostring(keep_distance),tostring(stay_centered),tostring(adjust_velocity),tostring(stay_on_display)), 0, 0)
love.graphics.print(string.format("Left klick: create, Right click: kill, Show Visible[q]:%s, Flee[f]:%s, Create 10 Boids[t]",tostring(show_visible),tostring(should_flee)), 0, 20)
end
|
--------------------------------------------------------------------------------
-- Vector support --
--------------------------------------------------------------------------------
local delta = wire_expression2_delta
local random = math.random
local Vector = Vector
local sqrt = math.sqrt
local floor = math.floor
local ceil = math.ceil
local pi = math.pi
local atan2 = math.atan2
local asin = math.asin
local rad2deg = 180 / pi
local deg2rad = pi / 180
-- TODO: add reflect?
-- TODO: add absdotproduct?
-- TODO: add helper for angle and dotproduct? (just strange?)
--------------------------------------------------------------------------------
registerType("vector", "v", { 0, 0, 0 },
nil,
function(self, output) return Vector(output[1], output[2], output[3]) end,
function(retval)
if isvector(retval) then return end
if not istable(retval) then error("Return value is neither a Vector nor a table, but a "..type(retval).."!",0) end
if #retval ~= 3 then error("Return value does not have exactly 3 entries!",0) end
end,
function(v)
return not isvector(v) and (not istable(v) or #v ~= 3)
end
)
--------------------------------------------------------------------------------
__e2setcost(1) -- approximated
e2function vector vec()
return { 0, 0, 0 }
end
__e2setcost(2)
e2function vector vec(x)
return { x, x, x }
end
e2function vector vec(x, y, z)
return { x, y, z }
end
e2function vector vec(vector2 v2)
return { v2[1], v2[2], 0 }
end
e2function vector vec(vector2 v2, z)
return { v2[1], v2[2], z }
end
e2function vector vec(vector4 v4)
return { v4[1], v4[2], v4[3] }
end
--- Convert Angle -> Vector
e2function vector vec(angle ang)
return { ang[1], ang[2], ang[3] }
end
--------------------------------------------------------------------------------
registerOperator("ass", "v", "v", function(self, args)
local lhs, op2, scope = args[2], args[3], args[4]
local rhs = op2[1](self, op2)
local Scope = self.Scopes[scope]
local lookup = Scope.lookup
if !lookup then lookup = {} Scope.lookup = lookup end
if lookup[rhs] then lookup[rhs][lhs] = true else lookup[rhs] = {[lhs] = true} end
Scope[lhs] = rhs
Scope.vclk[lhs] = true
return rhs
end)
--------------------------------------------------------------------------------
e2function number vector:operator_is()
if this[1] > delta or -this[1] > delta or
this[2] > delta or -this[2] > delta or
this[3] > delta or -this[3] > delta
then return 1 else return 0 end
end
e2function number vector:operator==( vector other )
if this[1] - other[1] <= delta and other[1] - this[1] <= delta and
this[2] - other[2] <= delta and other[2] - this[2] <= delta and
this[3] - other[3] <= delta and other[3] - this[3] <= delta
then return 1 else return 0 end
end
e2function number vector:operator!=( vector other )
if this[1] - other[1] > delta or other[1] - this[1] > delta or
this[2] - other[2] > delta or other[2] - this[2] > delta or
this[3] - other[3] > delta or other[3] - this[3] > delta
then return 1 else return 0 end
end
--------------------------------------------------------------------------------
e2function vector vector:operator_neg()
return { -this[1], -this[2], -this[3] }
end
e2function vector operator+(lhs, vector rhs)
return { lhs + rhs[1], lhs + rhs[2], lhs + rhs[3] }
end
e2function vector operator+(vector lhs, rhs)
return { lhs[1] + rhs, lhs[2] + rhs, lhs[3] + rhs }
end
e2function vector operator+(vector lhs, vector rhs)
return { lhs[1] + rhs[1], lhs[2] + rhs[2], lhs[3] + rhs[3] }
end
e2function vector operator-(lhs, vector rhs)
return { lhs - rhs[1], lhs - rhs[2], lhs - rhs[3] }
end
e2function vector operator-(vector lhs, rhs)
return { lhs[1] - rhs, lhs[2] - rhs, lhs[3] - rhs }
end
e2function vector operator-(vector lhs, vector rhs)
return { lhs[1] - rhs[1], lhs[2] - rhs[2], lhs[3] - rhs[3] }
end
e2function vector operator*(lhs, vector rhs)
return { lhs * rhs[1], lhs * rhs[2], lhs * rhs[3] }
end
e2function vector operator*(vector lhs, rhs)
return { lhs[1] * rhs, lhs[2] * rhs, lhs[3] * rhs }
end
e2function vector operator*(vector lhs, vector rhs)
return { lhs[1] * rhs[1], lhs[2] * rhs[2], lhs[3] * rhs[3] }
end
e2function vector operator/(lhs, vector rhs)
return { lhs / rhs[1], lhs / rhs[2], lhs / rhs[3] }
end
e2function vector operator/(vector lhs, rhs)
return { lhs[1] / rhs, lhs[2] / rhs, lhs[3] / rhs }
end
e2function vector operator/(vector lhs, vector rhs)
return { lhs[1] / rhs[1], lhs[2] / rhs[2], lhs[3] / rhs[3] }
end
e2function number vector:operator[](index)
return this[floor(math.Clamp(index, 1, 3) + 0.5)]
end
e2function number vector:operator[](index, value)
this[floor(math.Clamp(index, 1, 3) + 0.5)] = value
self.GlobalScope.vclk[this] = true
return value
end
--------------------------------------------------------------------------------
__e2setcost(10) -- temporary
--- Returns a uniformly distributed, random, normalized direction vector.
e2function vector randvec()
local s,a, x,y
--[[
This is a variant of the algorithm for computing a random point
on the unit sphere; the algorithm is suggested in Knuth, v2,
3rd ed, p136; and attributed to Robert E Knop, CACM, 13 (1970),
326.
]]
-- translated to lua from http://mhda.asiaa.sinica.edu.tw/mhda/apps/gsl-1.6/randist/sphere.c
-- Begin with the polar method for getting x,y inside a unit circle
repeat
x = random() * 2 - 1
y = random() * 2 - 1
s = x*x + y*y
until s <= 1.0
a = 2 * sqrt(1 - s) -- factor to adjust x,y so that x^2+y^2 is equal to 1-z^2
return Vector(x*a, y*a, s * 2 - 1) -- z uniformly distributed from -1 to 1
--[[
-- This variant saves 2 multiplications per loop, woo. But it's not readable and not verified, thus commented out.
-- I will also not add a cheaper non-uniform variant, as that can easily be derived from the other randvec functions and V:normalize().
-- Begin with the polar method for getting x,y inside a (strangely skewed) unit circle
repeat
x = random()
y = random()
s = x*(x-1) + y*(y-1)
until s <= -0.25
a = sqrt(-16 - s*64) -- factor to adjust x,y so that x^2+y^2 is equal to 1-z^2
return Vector((x-0.5)*a, (y-0.5)*a, s * 8 + 3) -- z uniformly distributed from -1 to 1
]]
end
__e2setcost(5)
--- Returns a random vector with its components between <min> and <max>
e2function vector randvec( normal min, normal max)
local range = max-min
return Vector(min+random()*range, min+random()*range, min+random()*range)
end
--- Returns a random vector between <min> and <max>
e2function vector randvec(vector min, vector max)
local minx, miny, minz = min[1], min[2], min[3]
return Vector(minx+random()*(max[1]-minx), miny+random()*(max[2]-miny), minz+random()*(max[3]-minz))
end
--------------------------------------------------------------------------------
__e2setcost(5)
e2function number vector:length()
return (this[1] * this[1] + this[2] * this[2] + this[3] * this[3]) ^ 0.5
end
e2function number vector:length2()
return this[1] * this[1] + this[2] * this[2] + this[3] * this[3]
end
e2function number vector:distance(vector other)
local dx, dy, dz = this[1] - other[1], this[2] - other[2], this[3] - other[3]
return (dx * dx + dy * dy + dz * dz) ^ 0.5
end
e2function number vector:distance2( vector other )
local dx, dy, dz = this[1] - other[1], this[2] - other[2], this[3] - other[3]
return dx * dx + dy * dy + dz * dz
end
e2function vector vector:normalized()
local len = (this[1] * this[1] + this[2] * this[2] + this[3] * this[3]) ^ 0.5
if len > delta then
return { this[1] / len, this[2] / len, this[3] / len }
else
return { 0, 0, 0 }
end
end
e2function number vector:dot( vector other )
return this[1] * other[1] + this[2] * other[2] + this[3] * other[3]
end
e2function vector vector:cross( vector other )
return {
this[2] * other[3] - this[3] * other[2],
this[3] * other[1] - this[1] * other[3],
this[1] * other[2] - this[2] * other[1],
}
end
__e2setcost(10)
--- returns the outer product (tensor product) of two vectors
e2function matrix vector:outerProduct( vector other )
return {
this[1] * this[1], this[1] * other[2], this[1] * other[3],
this[2] * this[1], this[2] * other[2], this[2] * other[3],
this[3] * this[1], this[3] * other[2], this[3] * other[3],
}
end
__e2setcost(15)
e2function vector vector:rotateAroundAxis(vector axis, degrees)
local ca, sa = math.cos(degrees*deg2rad), math.sin(degrees*deg2rad)
local x,y,z = axis[1], axis[2], axis[3]
local length = (x*x+y*y+z*z)^0.5
x,y,z = x/length, y/length, z/length
return {(ca + (x^2)*(1-ca)) * this[1] + (x*y*(1-ca) - z*sa) * this[2] + (x*z*(1-ca) + y*sa) * this[3],
(y*x*(1-ca) + z*sa) * this[1] + (ca + (y^2)*(1-ca)) * this[2] + (y*z*(1-ca) - x*sa) * this[3],
(z*x*(1-ca) - y*sa) * this[1] + (z*y*(1-ca) + x*sa) * this[2] + (ca + (z^2)*(1-ca)) * this[3]}
end
__e2setcost(5)
e2function vector vector:rotate( angle ang )
local v = Vector(this[1], this[2], this[3])
v:Rotate(Angle(ang[1], ang[2], ang[3]))
return v
end
e2function vector vector:rotate( normal pitch, normal yaw, normal roll )
local v = Vector(this[1], this[2], this[3])
v:Rotate(Angle(pitch, yaw, roll))
return v
end
e2function vector2 vector:dehomogenized()
local w = this[3]
if w == 0 then return { this[1], this[2] } end
return { this[1]/w, this[2]/w }
end
e2function vector positive(vector rv1)
return {
rv1[1] >= 0 and rv1[1] or -rv1[1],
rv1[2] >= 0 and rv1[2] or -rv1[2],
rv1[3] >= 0 and rv1[3] or -rv1[3],
}
end
__e2setcost(3)
--- Convert the magnitude of the vector to radians
e2function vector toRad(vector rv1)
return Vector(rv1[1] * deg2rad, rv1[2] * deg2rad, rv1[3] * deg2rad)
end
--- Convert the magnitude of the vector to degrees
e2function vector toDeg(vector rv1)
return Vector(rv1[1] * rad2deg, rv1[2] * rad2deg, rv1[3] * rad2deg)
end
--------------------------------------------------------------------------------
__e2setcost(5)
--- Returns a vector in the same direction as <Input>, with a length clamped between <Min> (min) and <Max> (max)
e2function vector clamp(vector Input, Min, Max)
if Min < 0 then Min = 0 end
local x,y,z = Input[1], Input[2], Input[3]
local length = x*x+y*y+z*z
if length < Min*Min then
length = Min*(length ^ -0.5) -- Min*(length ^ -0.5) <=> Min/sqrt(length)
elseif length > Max*Max then
length = Max*(length ^ -0.5) -- Max*(length ^ -0.5) <=> Max/sqrt(length)
else
return Input
end
return { x*length, y*length, z*length }
end
--------------------------------------------------------------------------------
__e2setcost(1)
e2function number vector:x()
return this[1]
end
e2function number vector:y()
return this[2]
end
e2function number vector:z()
return this[3]
end
__e2setcost(2)
--- SET method that returns a new vector with x replaced
e2function vector vector:setX(x)
return { x, this[2], this[3] }
end
--- SET method that returns a new vector with y replaced
e2function vector vector:setY(y)
return { this[1], y, this[3] }
end
--- SET method that returns a new vector with z replaced
e2function vector vector:setZ(z)
return { this[1], this[2], z }
end
--------------------------------------------------------------------------------
__e2setcost(6)
e2function vector round(vector rv1)
return {
floor(rv1[1] + 0.5),
floor(rv1[2] + 0.5),
floor(rv1[3] + 0.5)
}
end
e2function vector round(vector rv1, decimals)
local shf = 10 ^ decimals
return {
floor(rv1[1] * shf + 0.5) / shf,
floor(rv1[2] * shf + 0.5) / shf,
floor(rv1[3] * shf + 0.5) / shf
}
end
e2function vector ceil( vector rv1 )
return {
ceil(rv1[1]),
ceil(rv1[2]),
ceil(rv1[3])
}
end
e2function vector ceil(vector rv1, decimals)
local shf = 10 ^ decimals
return {
ceil(rv1[1] * shf) / shf,
ceil(rv1[2] * shf) / shf,
ceil(rv1[3] * shf) / shf
}
end
e2function vector floor(vector rv1)
return {
floor(rv1[1]),
floor(rv1[2]),
floor(rv1[3])
}
end
e2function vector floor(vector rv1, decimals)
local shf = 10 ^ decimals
return {
floor(rv1[1] * shf) / shf,
floor(rv1[2] * shf) / shf,
floor(rv1[3] * shf) / shf
}
end
__e2setcost(10)
--- min/max based on vector length - returns shortest/longest vector
e2function vector min(vector rv1, vector rv2)
local length1 = ( rv1[1] * rv1[1] + rv1[2] * rv1[2] + rv1[3] * rv1[3] ) ^ 0.5
local length2 = ( rv2[1] * rv2[1] + rv2[2] * rv2[2] + rv2[3] * rv2[3] ) ^ 0.5
if length1 < length2 then return rv1 else return rv2 end
end
e2function vector max(vector rv1, vector rv2)
local length1 = ( rv1[1] * rv1[1] + rv1[2] * rv1[2] + rv1[3] * rv1[3] ) ^ 0.5
local length2 = ( rv2[1] * rv2[1] + rv2[2] * rv2[2] + rv2[3] * rv2[3] ) ^ 0.5
if length1 > length2 then return rv1 else return rv2 end
end
--- component-wise min/max
e2function vector maxVec(vector rv1, vector rv2)
return {
rv1[1] > rv2[1] and rv1[1] or rv2[1],
rv1[2] > rv2[2] and rv1[2] or rv2[2],
rv1[3] > rv2[3] and rv1[3] or rv2[3],
}
end
e2function vector minVec(vector rv1, vector rv2)
return {
rv1[1] < rv2[1] and rv1[1] or rv2[1],
rv1[2] < rv2[2] and rv1[2] or rv2[2],
rv1[3] < rv2[3] and rv1[3] or rv2[3],
}
end
--- Performs modulo on x,y,z separately
e2function vector mod(vector rv1, rv2)
return {
rv1[1] >= 0 and rv1[1] % rv2 or rv1[1] % -rv2,
rv1[2] >= 0 and rv1[2] % rv2 or rv1[2] % -rv2,
rv1[3] >= 0 and rv1[3] % rv2 or rv1[3] % -rv2,
}
end
--- Modulo where divisors are defined as a vector
e2function vector mod(vector rv1, vector rv2)
return {
rv1[1] >= 0 and rv1[1] % rv2[1] or rv1[1] % -rv2[1],
rv1[2] >= 0 and rv1[2] % rv2[2] or rv1[2] % -rv2[2],
rv1[3] >= 0 and rv1[3] % rv2[3] or rv1[3] % -rv2[3],
}
end
--- Clamp according to limits defined by two min/max vectors
e2function vector clamp(vector value, vector min, vector max)
local x,y,z
if value[1] < min[1] then x = min[1]
elseif value[1] > max[1] then x = max[1]
else x = value[1] end
if value[2] < min[2] then y = min[2]
elseif value[2] > max[2] then y = max[2]
else y = value[2] end
if value[3] < min[3] then z = min[3]
elseif value[3] > max[3] then z = max[3]
else z = value[3] end
return {x, y, z}
end
--- Mix two vectors by a given proportion (between 0 and 1)
e2function vector mix(vector vec1, vector vec2, ratio)
return {
vec1[1] * ratio + vec2[1] * (1-ratio),
vec1[2] * ratio + vec2[2] * (1-ratio),
vec1[3] * ratio + vec2[3] * (1-ratio)
}
end
e2function vector bezier(vector startVec, vector control, vector endVec, ratio)
return {
(1-ratio)^2 * startVec[1] + (2 * (1-ratio) * ratio * control[1]) + ratio^2 * endVec[1],
(1-ratio)^2 * startVec[2] + (2 * (1-ratio) * ratio * control[2]) + ratio^2 * endVec[2],
(1-ratio)^2 * startVec[3] + (2 * (1-ratio) * ratio * control[3]) + ratio^2 * endVec[3]
}
end
__e2setcost(2)
--- Circular shift function: shiftR(vec(x,y,z)) = vec(z,x,y)
e2function vector shiftR(vector vec)
return { vec[3], vec[1], vec[2] }
end
--- Circular shift function: shiftL(vec(x,y,z)) = vec(y,z,x)
e2function vector shiftL(vector vec)
return { vec[2], vec[3], vec[1] }
end
__e2setcost(5)
--- Returns 1 if the vector lies between (or is equal to) the min/max vectors
e2function number inrange(vector vec, vector min, vector max)
if vec[1] < min[1] then return 0 end
if vec[2] < min[2] then return 0 end
if vec[3] < min[3] then return 0 end
if vec[1] > max[1] then return 0 end
if vec[2] > max[2] then return 0 end
if vec[3] > max[3] then return 0 end
return 1
end
--------------------------------------------------------------------------------
__e2setcost(3)
e2function angle vector:toAngle()
local angle = Vector(this[1], this[2], this[3]):Angle()
return { angle.p, angle.y, angle.r }
end
e2function angle vector:toAngle(vector up)
local angle = Vector(this[1], this[2], this[3]):AngleEx(Vector(up[1], up[2], up[3]))
return { angle.p, angle.y, angle.r }
end
--------------------------------------------------------------------------------
local contents = {}
for k,v in pairs(_G) do
if (k:sub(1,9) == "CONTENTS_") then
contents[v] = k:sub(10):lower()
end
end
local cachemeta = {}
local cache_parts_array = setmetatable({ [0] = {} }, cachemeta)
local cache_lookup_table = setmetatable({ [0] = { empty = true } }, cachemeta)
local cache_concatenated_parts = setmetatable({ [0] = "empty" }, cachemeta)
local function generateContents( n )
local parts_array, lookup_table = {}, {}
local ret = {}
for i = 0,30 do
if bit.band(n, (2^i)) ~= 0 then
local name = contents[2^i]
lookup_table[name] = true
parts_array[#parts_array+1] = name
end
end
concatenated_parts = table.concat(parts_array, ",")
cache_parts_array[n] = parts_array
cache_lookup_table[n] = lookup_table
cache_concatenated_parts[n] = concatenated_parts
return concatenated_parts
end
function cachemeta:__index(n)
generateContents(n)
return rawget(self, n)
end
__e2setcost( 20 )
e2function number pointHasContent( vector point, string has )
local cont = cache_lookup_table[util.PointContents(Vector(point[1], point[2], point[3]))]
has = has:gsub(" ", "_"):lower()
for m in has:gmatch("([^,]+),?") do
if cont[m] then return 1 end
end
return 0
end
__e2setcost( 15 )
e2function string pointContents( vector point )
return cache_concatenated_parts[util.PointContents( Vector(point[1],point[2],point[3]))]
end
e2function array pointContentsArray( vector point )
return cache_parts_array[util.PointContents( Vector(point[1],point[2],point[3]))]
end
--------------------------------------------------------------------------------
__e2setcost(15)
--- Converts a local position/angle to a world position/angle and returns the position
e2function vector toWorld( vector localpos, angle localang, vector worldpos, angle worldang )
local localpos = Vector(localpos[1],localpos[2],localpos[3])
local localang = Angle(localang[1],localang[2],localang[3])
local worldpos = Vector(worldpos[1],worldpos[2],worldpos[3])
local worldang = Angle(worldang[1],worldang[2],worldang[3])
return LocalToWorld(localpos,localang,worldpos,worldang)
end
--- Converts a local position/angle to a world position/angle and returns the angle
e2function angle toWorldAng( vector localpos, angle localang, vector worldpos, angle worldang )
local localpos = Vector(localpos[1],localpos[2],localpos[3])
local localang = Angle(localang[1],localang[2],localang[3])
local worldpos = Vector(worldpos[1],worldpos[2],worldpos[3])
local worldang = Angle(worldang[1],worldang[2],worldang[3])
local pos, ang = LocalToWorld(localpos,localang,worldpos,worldang)
return {ang.p,ang.y,ang.r}
end
--- Converts a local position/angle to a world position/angle and returns both in an array
e2function array toWorldPosAng( vector localpos, angle localang, vector worldpos, angle worldang )
local localpos = Vector(localpos[1],localpos[2],localpos[3])
local localang = Angle(localang[1],localang[2],localang[3])
local worldpos = Vector(worldpos[1],worldpos[2],worldpos[3])
local worldang = Angle(worldang[1],worldang[2],worldang[3])
local pos, ang = LocalToWorld(localpos,localang,worldpos,worldang)
return {pos, {ang.p,ang.y,ang.r}}
end
--- Converts a world position/angle to a local position/angle and returns the position
e2function vector toLocal( vector localpos, angle localang, vector worldpos, angle worldang )
local localpos = Vector(localpos[1],localpos[2],localpos[3])
local localang = Angle(localang[1],localang[2],localang[3])
local worldpos = Vector(worldpos[1],worldpos[2],worldpos[3])
local worldang = Angle(worldang[1],worldang[2],worldang[3])
return WorldToLocal(localpos,localang,worldpos,worldang)
end
--- Converts a world position/angle to a local position/angle and returns the angle
e2function angle toLocalAng( vector localpos, angle localang, vector worldpos, angle worldang )
local localpos = Vector(localpos[1],localpos[2],localpos[3])
local localang = Angle(localang[1],localang[2],localang[3])
local worldpos = Vector(worldpos[1],worldpos[2],worldpos[3])
local worldang = Angle(worldang[1],worldang[2],worldang[3])
local vec, ang = WorldToLocal(localpos,localang,worldpos,worldang)
return {ang.p,ang.y,ang.r}
end
--- Converts a world position/angle to a local position/angle and returns both in an array
e2function array toLocalPosAng( vector localpos, angle localang, vector worldpos, angle worldang )
local localpos = Vector(localpos[1],localpos[2],localpos[3])
local localang = Angle(localang[1],localang[2],localang[3])
local worldpos = Vector(worldpos[1],worldpos[2],worldpos[3])
local worldang = Angle(worldang[1],worldang[2],worldang[3])
local pos, ang = WorldToLocal(localpos,localang,worldpos,worldang)
return {pos, {ang.p,ang.y,ang.r}}
end
--------------------------------------------------------------------------------
-- Credits to Wizard of Ass for bearing(v,a,v) and elevation(v,a,v)
e2function number bearing(vector originpos,angle originangle, vector pos)
pos = WorldToLocal(Vector(pos[1],pos[2],pos[3]),Angle(0,0,0),Vector(originpos[1],originpos[2],originpos[3]),Angle(originangle[1],originangle[2],originangle[3]))
return rad2deg*-atan2(pos.y, pos.x)
end
e2function number elevation(vector originpos,angle originangle, vector pos)
pos = WorldToLocal(Vector(pos[1],pos[2],pos[3]),Angle(0,0,0),Vector(originpos[1],originpos[2],originpos[3]),Angle(originangle[1],originangle[2],originangle[3]))
local len = pos:Length()
if (len < delta) then return 0 end
return rad2deg*asin(pos.z / len)
end
e2function angle heading(vector originpos,angle originangle, vector pos)
pos = WorldToLocal(Vector(pos[1],pos[2],pos[3]),Angle(0,0,0),Vector(originpos[1],originpos[2],originpos[3]),Angle(originangle[1],originangle[2],originangle[3]))
local bearing = rad2deg*-atan2(pos.y, pos.x)
local len = pos:Length()
if (len < delta) then return { 0, bearing, 0 } end
return { rad2deg*asin(pos.z / len), bearing, 0 }
end
--------------------------------------------------------------------------------
__e2setcost( 10 )
e2function number vector:isInWorld()
if util.IsInWorld(Vector(this[1], this[2], this[3])) then return 1 else return 0 end
end
__e2setcost( 5 )
--- Gets the vector nicely formatted as a string "[X,Y,Z]"
e2function string toString(vector v)
return ("[%s,%s,%s]"):format(v[1],v[2],v[3])
end
--- Gets the vector nicely formatted as a string "[X,Y,Z]"
e2function string vector:toString() = e2function string toString(vector v)
|
if not pcall(require, 'FTerm') then
print('Failed to call FTerm')
return
end
require('FTerm').setup {
dimensions = {
height = 0.9,
width = 0.9
},
border = 'double'
}
local option = {noremap = true, silent = true}
vim.api.nvim_set_keymap('n', '<C-\\>', [[<CMD>lua require("FTerm").toggle()<CR>]], option)
vim.api.nvim_set_keymap('t', '<C-\\>', [[<C-\><C-n><CMD>lua require("FTerm").toggle()<CR>]], option)
|
local args = ...
local row = args[1]
local col = args[2]
local Input = args[3]
local bg_color = {0,0,0,0.9}
local divider_color = {1,1,1,0.75}
local af = Def.ActorFrame{
InitCommand=function(self)
self:diffusealpha(0)
end,
SwitchFocusToSongsMessageCommand=function(self)
self:linear(0.1):diffusealpha(0)
end,
SwitchFocusToGroupsMessageCommand=function(self)
self:linear(0.1):diffusealpha(0)
end,
SwitchFocusToSingleSongMessageCommand=function(self)
self:sleep(0.3):linear(0.1):diffusealpha(1)
end,
Def.Quad{
Name="SongInfoBG",
InitCommand=function(self)
self:diffuse(bg_color):zoomto(_screen.w/WideScale(1.15,1.5), row.h)
end,
OnCommand=function(self)
self:xy(_screen.cx, _screen.cy - row.h/1.6)
end,
},
Def.Quad{
Name="PlayerOptionsBG",
InitCommand=function(self)
self:diffuse(bg_color):zoomto(_screen.w/WideScale(1.15,1.5), row.h*1.5)
end,
OnCommand=function(self)
self:xy(_screen.cx, _screen.cy + row.h/1.5)
end,
},
Def.Quad{
Name="PlayerOptionsDivider",
InitCommand=function(self)
self:diffuse(divider_color):zoomto(2, row.h*1.25)
end,
OnCommand=function(self)
self:xy(_screen.cx, _screen.cy + row.h/1.5)
end,
},
}
for player in ivalues( {PLAYER_1, PLAYER_2} ) do
if not GAMESTATE:IsSideJoined(player) and Input.AllowLateJoin() then
af[#af+1] = Def.BitmapText{
Font="_miso",
Text=THEME:GetString("ScreenSelectMusicCasual", "PressStartToLateJoin"),
InitCommand=function(self)
self:xy( _screen.cx + 150 * (player==PLAYER_1 and -1 or 1), _screen.cy + 80 )
:diffuseshift():effectcolor1(1,1,1,1):effectcolor1(1,1,1,0.5)
end,
PlayerJoinedMessageCommand=function(self, params)
if params.Player == player then
self:smooth(0.15):zoom(1.4):smooth(0.15):zoom(0)
end
end
}
end
end
return af
|
-- This file is subject to copyright - contact swampservers@gmail.com for more information.
-- INSTALL: CINEMA
SS_Tab("Weapons", "bomb")
SS_WeaponProduct({
name = 'Throatneck Slitter',
description = "A deadly knife capable of killing one person before breaking.",
price = 2000,
model = 'models/weapons/w_knife_t.mdl',
class = 'weapon_slitter'
})
SS_WeaponAndAmmoProduct({
name = 'Peacekeeper',
description = "Peacekeeper (Re-buy for more shots)",
price = 5000,
model = 'models/weapons/w_sawed-off.mdl',
class = 'weapon_peacekeeper',
ammotype = "peaceshot",
amount = 2
})
SS_WeaponProduct({
name = 'Crossbow',
description = "Kills players in one shot, and is capable of hitting distant targets. Also unfreezes props.",
price = 5000,
model = 'models/weapons/w_crossbow.mdl',
class = 'weapon_crossbow'
})
-- SS_WeaponProduct({
-- name = 'Submachine Gun',
-- description = "Effective at killing players at close range, and the ammo is cheap.",
-- price = 5000,
-- model = 'models/weapons/w_smg1.mdl',
-- class = 'weapon_smg1'
-- })
-- SS_WeaponProduct({
-- name = 'Sniper',
-- description = "This powerful rifle kills any player in one shot and has a scope for long distance assassinations. Also unfreezes props.",
-- price = 8000,
-- model = 'models/weapons/w_barrett_m98b.mdl',
-- class = 'weapon_sniper'
-- })
SS_WeaponProduct({
name = '357 Magnum',
description = "This gun is convenient for shooting and removing props. It takes 2 bullets to kill a player.",
price = 4000,
model = 'models/weapons/w_357.mdl',
class = 'weapon_357'
})
-- SS_WeaponProduct({
-- name = 'Light Machine Gun',
-- description = "Crouch for better control",
-- price = 12000,
-- model = 'models/weapons/w_mg42bu.mdl',
-- class = 'weapon_spades_lmg'
-- })
SS_WeaponAndAmmoProduct({
name = 'Big Frickin\' Gun',
description = "Fires a slow-moving ball, deadly of plasma which kills players in a huge radius.",
price = 20000,
ammotype = "doom3_bfg",
amount = 1,
model = "models/weapons/doom3/w_bfg.mdl",
class = 'weapon_doom3_bfg'
})
SS_WeaponProduct({
name = 'Suicide Bombing',
description = "A powerful suicide bomb attack capable of killing seated players.",
price = 16000,
model = 'models/dav0r/tnt/tnt.mdl',
class = 'weapon_jihad'
})
SS_WeaponProduct({
name = 'Big Bomb',
description = "A large throwable bomb which kills everyone nearby, even seated players.",
price = 25000,
model = 'models/dynamite/dynamite.mdl',
class = 'weapon_bigbomb'
})
SS_WeaponAndAmmoProduct({
name = 'Infinity Gauntlet',
description = '*snap*',
price = 13000,
model = 'models/swamp/v_infinitygauntlet.mdl',
ammotype = "infinitygauntlet",
amount = 1,
class = 'weapon_gauntlet'
})
-- SS_WeaponAndAmmoProduct({
-- name = 'Anti-Kleiner Rifle',
-- description = "This specialty weapon is capable of massacring Kleiners, but is harmless to anyone else. Re-purchase for more ammo.",
-- price = 2000,
-- model = 'models/weapons/w_IRifle.mdl',
-- class = 'weapon_ar2',
-- ammotype = "AR2",
-- amount = 30
-- })
SS_WeaponAndAmmoProduct({
name = 'S.L.A.M. x3',
description = "Explosives that can be placed as mines or thrown and detonated.",
price = 6000,
model = 'models/weapons/w_slam.mdl',
class = 'weapon_slam',
ammotype = "slam",
amount = 3,
clip2 = true
})
SS_WeaponAndAmmoProduct({
name = 'Rocket Launcher',
description = "Two guided rocket-propelled grenades and a launcher. Re-purchase for more rockets.",
price = 8000,
model = 'models/weapons/w_rocket_launcher.mdl',
class = 'weapon_rpg',
ammotype = "RPG_Round",
amount = 2
})
SS_WeaponProduct({
name = 'Crusader Sword',
description = "A powerful melee weapon. Powers up after a rapid chain of kills.",
price = 25000,
model = 'models/aoc_weapon/w_longsword.mdl',
class = 'weapon_crusadersword'
})
if SERVER then
language = language or {}
language.GetPhrase = function(s) return s:gsub("#Cstrike_WPNHUD_", "") end
end
local weaponspecs = {"rating", "roll_rof", "roll_range", "roll_accuracy", "roll_control", "roll_handling", "roll_mobility"}
SS_WeaponPerkData = {
-- rating 1
min = {
name = "Mexican",
description = "It's just bad (min all stats)",
minrating = 1,
maxrating = 1,
},
alwaysjam = {
name = "Rusted",
description = "Has to be cycled manually",
-- the deploy animation for these looks like cycling a round
weapons = {
gun_p90 = true,
gun_fiveseven = true,
gun_usp = true,
gun_m4a1 = true,
gun_glock = true,
gun_p228 = true,
gun_mp5navy = true,
gun_ak47 = true
},
minrating = 1,
maxrating = 1,
},
crackedscope = {
name = "Cracked",
description = "Scope is cracked - Ooops!",
weapons = {
sniper = true,
autosniper = true,
gun_aug = true,
gun_sg552 = true
},
minrating = 1,
maxrating = 1,
},
airsoft = {
name = "Airsoft",
description = "Not a real gun",
minrating = 1,
maxrating = 3
},
lessdamage = {
name = "Less-Lethal",
description = "Fires less-lethal rubber bullets",
minrating = 1,
maxrating = 2
},
sometimesjam = {
name = "Dirty",
description = "Occasionally jams",
weapons = {
gun_p90 = true,
gun_fiveseven = true,
gun_usp = true,
gun_m4a1 = true,
gun_glock = true,
gun_p228 = true,
gun_mp5navy = true,
gun_ak47 = true
},
minrating = 1,
maxrating = 3,
},
unstable = {
name = "Unstable",
description = "May explode when fired",
minrating = 1,
maxrating = 3,
},
smoothbore = {
name = "Smoothbore",
description = "Not very accurate",
minrating = 1,
maxrating = 3,
},
chinese = {
name = "Chinese",
description = "Less accurate, but quite cheap",
minrating = 1,
maxrating = 4,
},
compliant = {
name = "Libtard-Compliant",
description = "10 round magazine and semi-auto only",
weapons = {
ar = true
},
minrating = 2,
maxrating = 4
},
highimpact = {
name = "High Impact",
description = "Heavy bullets that hit hard (more camera punch to target)",
minrating = 4,
maxrating = 6
},
fullauto = {
name = "Full-Auto",
description = "Black market full-auto sear installed",
weapons = {
pistol = true,
autosniper = true,
autoshotgun = true
},
minrating = 5,
maxrating = 6
},
lightweight = {
name = "Lightweight",
description = "Easier to fire on the move",
minrating = 5,
maxrating = 6
},
compensated = {
name = "Compensated",
description = "Reduced recoil",
weapons = {
pistol = true,
autosniper = true,
ar = true,
smg = true
},
minrating = 5,
maxrating = 6
},
extended = {
name = "Extended",
description = "Extended mags",
minrating = 5,
maxrating = 7
},
skullpiercing = {
name = "Skullpiercing",
description = "More damage to the head",
weapons = {
ar = true,
pistol = true
},
minrating = 5,
maxrating = 7
},
slug = {
name = "Slug",
description = "Fires devastating slug ammunition",
weapons = {
shotgun = true,
autoshotgun = true
},
minrating = 5,
maxrating = 7
},
antimaterial = {
name = "Anti-Material",
description = "Can damage any prop (AWP instaremoves)",
minrating = 7,
maxrating = 8
},
selfloading = {
name = "Self-Loading",
description = "Semi-automatic firepower",
weapons = {
sniper = true
},
minrating = 7,
maxrating = 8
},
boomstick = {
name = "Boomstick",
description = "Fires way more pellets, but in a wider cone",
weapons = {
shotgun = true,
autoshotgun = true
},
minrating = 7,
maxrating = 8
},
moredamage = {
name = "Armor-Piercing",
description = "More damage",
minrating = 7,
maxrating = 8
},
antikleiner = {
name = "Anti-Kleiner",
description = "Kleiner Killer",
minrating = 7,
maxrating = 8
},
-- antipony = {name="Anti-pony", description="Pony blaster",minrating=7,maxrating=8}, -- antihuman = {name="Anti-human", description="Kleiner Killer",minrating=7,maxrating=8}, --rating 8
explosiveslug = {
name = "Explosive Slug",
description = "Fires explosive slug ammunition",
weapons = {
shotgun = true,
autoshotgun = true
},
minrating = 8,
maxrating = 8
},
explosive = {
name = "Hand Cannon",
description = "Fires 20mm high explosive rounds",
weapons = {
gun_awp = true
},
minrating = 8,
maxrating = 8
},
bottomless = {
name = "Bottomless",
description = "Never needs to be reloaded (you still have to buy ammo though!)",
minrating = 8,
maxrating = 8
},
dragon = {
name = "Dragon's Breath",
description = "Ignites targets",
minrating = 8,
maxrating = 8
},
shothose = {
name = "Death Machine",
description = "Full auto buckshot hose",
weapons = {
autoshotgun = true,
gun_mac10 = true
},
minrating = 8,
maxrating = 8
},
max = {
name = "Golden",
description = "Worthy of Trump (max all stats)",
minrating = 8,
maxrating = 8
}
}
SS_Item({
class = "weapon",
background = true,
value = 5000,
GetDescription = function(self)
local d = (weapons.GetStored(self.specs.class or "") or {}).Purpose or "" --self.description
if (self.specs.perk or "") ~= "" then
local pk = SS_WeaponPerkData[self.specs.perk]
if pk then
d = d .. "\nPerk: " .. pk.name .. ": " .. pk.description
end
end
if self.specs.trophy_winner then
local p = player.GetBySteamID64(self.specs.trophy_winner)
local n = IsValid(p) and p:GetName() or util.SteamIDFrom64(self.specs.trophy_winner)
n = self.specs.trophy_winner_name_cache or n
d = d .. "\n\nGranted to " .. n .. " for their service (#" .. self.specs.trophy_rank .. ")"
end
return d
end,
GetName = function(self)
local name = (weapons.GetStored(self.specs.class or "") or {}).PrintName or "Unknown"
if (self.specs.perk or "") ~= "" then
name = SS_WeaponPerkData[self.specs.perk].name .. " " .. name
end
if self.specs.trophy_tag then
name = self.specs.trophy_tag .. " " .. name
end
return name
end,
GetModel = function(self) return (weapons.GetStored(self.specs.class or "") or {}).WorldModel or 'models/error.mdl' end,
OutlineColor = function(self) return SS_GetRating(self.specs.rating).color end,
SanitizeSpecs = function(self)
local specs, ch = self.specs, false
for i, spec in ipairs(weaponspecs) do
if not specs[spec] then
specs[spec] = math.random()
ch = true
end
end
local r = SS_GetRating(self.specs.rating)
local cl = self.specs.class
-- class may not be set yet, dont choose a perk til it is
if cl then
local ct = weapons.GetStored(cl) or {}
local validperks = {}
for k, v in pairs(SS_WeaponPerkData) do
if v.minrating <= r.id and r.id <= v.maxrating then
if v.weapons == nil or v.weapons[cl] or v.weapons[ct.GunType or ""] then
validperks[k] = true
end
end
end
if specs.perk and specs.perk ~= "" and validperks[specs.perk] == nil then
specs.perk = nil
end
-- specs.perk=nil
if specs.perk == nil then
local r_roll = (self.specs.rating - r.min) / (r.max - r.min)
-- perks at rank <= 4 are "bad"
if r.id <= 4 then
r_roll = 1 - r_roll
end
if r_roll > (1 - SS_WeaponPerkChance[r.id]) then
specs.perk = table.Random(table.GetKeys(validperks))
-- reroll if non specific perk (todo remove this after a while)
if SS_WeaponPerkData[specs.perk].weapons == nil then
specs.perk = table.Random(table.GetKeys(validperks))
end
else
specs.perk = ""
end
ch = true
end
end
if specs.trophy_winner then
local p = player.GetBySteamID64(specs.trophy_winner)
local n = IsValid(p) and p:GetName()
if n and n ~= specs.trophy_winner_name_cache then
specs.trophy_winner_name_cache = n
ch = true
end
end
return ch
end,
actions = {
spawnweapon = {
Text = function(item) return "MAKE (-" .. tostring(item:SpawnPrice()) .. ")" end,
primary = true,
}
},
SpawnPrice = function(self)
local swep = weapons.GetStored(self.specs.class or "") or {}
local perk = GunPerkOverrides(swep, self.specs.perk)
local baseprice = swep.SpawnPrice or ({
pistol = 1000,
heavypistol = 1500,
smg = 2000,
shotgun = 2000,
autoshotgun = 3000,
ar = 3000,
autosniper = 4000,
sniper = 4000,
lmg = 3000,
})[swep.GunType] or 10000
local ratingmod = 1.5 ^ (self.specs.rating - 0.5)
-- it comes with ammo, add that to the price :^)
return math.Round(baseprice * (perk.SpawnPriceMod or swep.SpawnPriceMod or 1) * ratingmod, -2) + SS_GunAmmoPrice(self)
end,
SellValue = function(self) return 1000 * 2 ^ SS_GetRating(self.specs.rating).id end,
invcategory = "Weapons",
never_equip = true
})
-- also used to set ammo purchase options for non-item guns (TODO cleanup)
GUNTYPE_BASE_REFILL_PRICE = {
pistol = 500,
heavypistol = 500,
smg = 1500,
shotgun = 1500,
autoshotgun = 1500,
ar = 2000,
autosniper = 2500,
sniper = 2500,
lmg = 5000,
}
function SS_GunAmmoPrice(item)
local swep = weapons.GetStored(item.specs.class or "") or {}
local perk = GunPerkOverrides(swep, item.specs.perk)
local baseprice = swep.AmmoPrice or GUNTYPE_BASE_REFILL_PRICE[swep.GunType] or 1000
local ratingmod = 1 --1.5 ^ (item.specs.rating - 0.5)
return math.Round(baseprice * (perk.AmmoPriceMod or swep.AmmoPriceMod or 1) * ratingmod, -2)
end
--NOMINIFY
-- for i, tm in ipairs({"CT", "TERRORIST"}) do
SS_Product({
class = 'csslootbox',
background = true,
price = 100000,
name = "Gun Blueprint", --tm == "CT" and "Thin Blue Line Box" or "Jihad Box",
description = "Contains a blueprint for a random gun.\nToo expensive? Try the \"Auctions\" tab!",
model = 'models/Items/ammocrate_smg1.mdl',
Options = function(self)
local options = {}
for k, v in ipairs(weapons.GetList()) do
if v.GunType then
table.insert(options, v)
end
end
return options
end,
GetModel = function(self)
local options = self:Options()
return options[(math.floor(SysTime() * 2.5) % #options) + 1].WorldModel
end,
OnBuy = function(self, ply)
local options = self:Options()
local others = {}
for i = 1, 15 do
table.insert(others, options[math.random(#options)].WorldModel)
end
local chosen = options[math.random(#options)]
local rating
local item = SS_GenerateItem(ply, "weapon")
item.specs.class = chosen.ClassName
item:Sanitize()
rating = item.specs.rating
ply:SS_GiveNewItem(item, function(item)
net.Start("LootBoxAnimation")
net.WriteUInt(item.id, 32)
net.WriteTable(others)
net.Send(ply)
local w = chosen.ClassName
timer.Simple(5, function()
if not IsValid(ply) then return end
GiveWeaponItem(ply, item)
end)
end)
end
})
-- end)
-- end
-- hook.Add("Initialize","ss css setup", function()
-- for k, wep in ipairs(weapons.GetList()) do
-- if wep.Base == "weapon_csbasegun" then
-- end
-- end
-- end)
SS_Heading("To buy ammo, press Undo (default Z)")
-- SS_Product({
-- class = 'cssammo',
-- price = 2000, --5000,3000
-- name = 'CS:S gun magazine',
-- description = "1 mag for CSS gun from mystery box (Free ammo in the shooting range!!)",
-- model = 'models/Items/sniper_round_box.mdl',
-- OnBuy = function(self, ply)
-- local w = ply:GetActiveWeapon()
-- ply:GiveAmmo(w:GetMaxClip1(), w:GetPrimaryAmmoType())
-- end,
-- CanBuyStatus = function(self, ply)
-- local w = ply:GetActiveWeapon()
-- if not IsValid(w) or w.Base ~= "weapon_csbasegun" then return "Equip a CS:S gun (from the lootbox)" end
-- end
-- })
-- SS_AmmoProduct({
-- name = 'Crossbow bolt x5',
-- price = 1500,
-- model = 'models/Items/CrossbowRounds.mdl',
-- ammotype = "XBowBolt",
-- amount = 5
-- })
-- SS_AmmoProduct({
-- name = 'SMG Magazine',
-- description = "45 rounds",
-- price = 1000,
-- model = 'models/Items/BoxSRounds.mdl',
-- ammotype = "SMG1",
-- amount = 45
-- })
-- SS_AmmoProduct({
-- name = 'Sniper Ammo x 5',
-- price = 2500,
-- model = 'models/Items/sniper_round_box.mdl',
-- ammotype = "sniper",
-- amount = 5
-- })
-- SS_AmmoProduct({
-- name = '357 Ammo x 6',
-- price = 500,
-- model = 'models/Items/357ammo.mdl',
-- ammotype = "357",
-- amount = 6
-- })
-- SS_AmmoProduct({
-- name = 'LMG x 100',
-- model = 'models/weapons/w_mg42bu.mdl',
-- price = 5000,
-- ammotype = "lmg",
-- amount = 100
-- })
-- asdf
|
function readScript(file)
local f = io.open(file, "rb")
local content = f:read("*all")
f:close()
return content
end
load(readScript(LIB_PATH.."DivinePred.luac"), "Divine Prediction","bt",_ENV)()
|
local Message = {}
Message.__index = Message
Message.__metatable = false
Message.Class = "Message"
local _scanparam = require("../util/ScanParam")
local _scanurl = require("../util/ScanURL")
local _typeof = require("../util/TypeOf")
local _log = require("../util/Log")
function Message.new(data)
_scanparam({"data", data}, {"nil", "table"}, false, true)
local msg = {}
msg.rawdata = data or {}
_log(1, "Created message object.")
return setmetatable(msg, Message)
end
function Message:SetContent(content)
_scanparam({"content", content}, {"string"}, true, true, {1, 2000})
self.rawdata.content = content
_log(1, "Setted message content")
return self
end
function Message:SetUsername(username)
_scanparam({"username", username}, {"string"}, true, true, {1, 80})
self.rawdata.username = username
_log(1, "Setted message username")
return self
end
function Message:SetAvatarURL(url)
_scanparam({"url", url}, {"string"}, true, true)
_scanurl(url)
self.rawdata.avatar_url = url
_log(1, "Setted message avatar URL")
return self
end
function Message:AddEmbed(embed)
_scanparam({"embed", embed}, {"table", "Embed"}, true, true)
if not self.rawdata.embeds then
self.rawdata.embeds = {}
end
assert((#self.rawdata.embeds + 1) <= 10, "You can only exceed 10 embed per message.")
table.insert(self.rawdata.embeds, embed.rawdata or embed)
_log(1, "Added embed. [Table Pos: %d]", #self.rawdata.embeds)
return self
end
function Message:AddEmbeds(...)
local embeds = {...}
_scanparam({"embeds", embeds[1]}, {"array", "table", "Embed"}, true, true)
if _typeof(embeds[1]) == "array" then
embeds = embeds[1]
end
_log(1, "Adding "..#embeds.." embeds.")
for _, embed in next, embeds do
_scanparam({"embed", embed}, {"table", "Embed"}, false, true)
self:AddEmbed(embed)
end
_log(1, "Added "..#embeds.." embeds.")
return self
end
Message.__call = function(_, ...) return Message.new(...) end
return setmetatable(Message, Message)
|
the.HexScale = 64
the.ActiveHex = nil
the.ActiveHexColor = {255, 0, 0, 100}
local function RoundHex(q, r)
local x = q
local z=r-.75--numeros magicos ftw
local y=-x-z
local rx=math.round(x)
local rz=math.round(z)
local ry=math.round(y)
local x_diff = math.abs(rx - x)
local y_diff = math.abs(ry - y)
local z_diff = math.abs(rz - z)
if rx + ry + rz == 0 then return rx, rz end
if x_diff > y_diff and x_diff > z_diff then
rx = -ry-rz
elseif y_diff > z_diff then
ry = -rx-rz
else
rz = -rx-ry
end
return rx, rz
end
local function RoundHexCube(x, y, z)
local rx=math.round(x)
local rz=math.round(z)
local ry=math.round(y)
local x_diff = math.abs(rx - x)
local y_diff = math.abs(ry - y)
local z_diff = math.abs(rz - z)
if rx + ry + rz == 0 then return rx, rz end
if x_diff > y_diff and x_diff > z_diff then
rx = -ry-rz
elseif y_diff > z_diff then
ry = -rx-rz
else
rz = -rx-ry
end
return rx, rz
end
HexTile = Tile:extend
{
colored = true,
weight = 0,
width = the.HexScale,
height = the.HexScale,
image = 'images/hex.png',
origcolor = {},
coords = {},
vertices = {},
SetAlpha = function(self, a)
if not a then self.alpha = 1 return end
self.alpha = a / 100
end,
SetOrigColor = function(self, r, g, b, a)
self.origcolor[1] = r
self.origcolor[2] = g
self.origcolor[3] = b
self.origcolor[4] = a
end,
SetColor = function(self, r, g, b, a)
if not r and not g and not b then self.colored = false self:SetAlpha() return end
if a then self:SetAlpha(a) end
self.colored = true
self.tint[1] = r/255
self.tint[2] = g/255
self.tint[3] = b/255
end,
GenerateVertices = function( self )
local angle
for i=1, 6 do
self.vertices[i] = {}
angle = 2 * math.pi / 6 * (i + 0.5)
self.vertices[i].x = self.x + the.HexScale/2 * math.cos(angle)
self.vertices[i].y = self.y + the.HexScale/2 * math.sin(angle)
end
end,
onNew = function( self )
self.coords.q = self.coords.q or 0
self.coords.r = self.coords.r or 0
self:GenerateVertices()
self:SetColor(self.origcolor[1], self.origcolor[2],self.origcolor[3], self.origcolor[4])
end,
OnMouseEnter = function(self)
end,
OnMouseHover = function(self)
end,
OnMouseExit = function(self)
end,
onUpdate = function(self)
end
}
HexMap = Sprite:extend
{
alpha=100,
visible=true,
hexes = {},
hextiles = Group:new(),
scale = 1,
origcolor = {255,255,255,100},
BoundingBox = function(self)
local minx = self.x+(the.HexScale/2)*math.sqrt(3)*(-self.scale)-the.HexScale
local miny = self.y+(the.HexScale/2)*3/2*-self.scale-the.HexScale
local maxx = self.x+(the.HexScale/2)*math.sqrt(3)*(self.scale)+the.HexScale
local maxy = self.y+(the.HexScale/2)*3/2*self.scale+the.HexScale
return minx, miny, maxx, maxy
end,
PixelToHex = function(self,x,y)
x = x - self.x
y = y - self.y
local q = (1/3*math.sqrt(3) * x - 1/3 * y) / (the.HexScale/2)
local r = 2/3 * y / (the.HexScale/2)
q, r = RoundHex(q,r)
if self.hexes[q] and self.hexes[q][r] then
return self.hexes[q][r]
else return false end
end,
FindNeighbors = function(self,q,r)
local neighbors = {}
if self.hexes[q] and self.hexes[q][r-1] and not self.hexes[q][r-1].disabled then table.insert(neighbors, self.hexes[q][r-1]) end
if self.hexes[q] and self.hexes[q][r+1] and not self.hexes[q][r+1].disabled then table.insert(neighbors, self.hexes[q][r+1]) end
if self.hexes[q-1] and self.hexes[q-1][r+1] and not self.hexes[q-1][r+1].disabled then table.insert(neighbors, self.hexes[q-1][r+1]) end
if self.hexes[q+1] and self.hexes[q+1][r-1] and not self.hexes[q+1][r-1].disabled then table.insert(neighbors, self.hexes[q+1][r-1]) end
if self.hexes[q+1] and self.hexes[q+1][r] and not self.hexes[q+1][r].disabled then table.insert(neighbors, self.hexes[q+1][r]) end
if self.hexes[q-1] and self.hexes[q-1][r] and not self.hexes[q-1][r].disabled then table.insert(neighbors, self.hexes[q-1][r]) end
return neighbors
end,
FindAllAdyacents = function(self, startq, startr, range)
if not self.hexes[startq] or not self.hexes[startq][startr] then return {}, {}, {} end
local results = {}
local visited = {}
local final = {}
local origin = self.hexes[startq][startr]
visited[tostring(startq) .. tostring(startr)] = true
results[0] = {origin}
table.insert(final, origin)
local q, r
for i=1, range do
for _, hex in pairs(results[i-1] or {}) do
for __, neighbor in pairs(self:FindNeighbors(hex.coords.q, hex.coords.r)) do
if not visited[tostring(neighbor.coords.q) .. tostring(neighbor.coords.r)] and not neighbor.disabled then
if not results[i] then results[i] = {} end
table.insert(results[i], neighbor)
visited[tostring(neighbor.coords.q) .. tostring(neighbor.coords.r)] = true
table.insert(final, neighbor)
end
end
end
end
return visited, final, results
end,
Distance = function( self, q1, r1, q2, r2 )
return (math.abs(q1 - q2) + math.abs(r1 - r2) + math.abs(q1 + r1 - q2 - r2)) / 2
end,
FindInLine = function( self, q1, r1, q2, r2)
local ax = q1 + 1e-6
local ay = -q1-r1 + 1e-6
local az = r1 + 1e-6
local bx = q2
local by = -q2-r2
local bz = r2
local difx = ax - bx
local dify = ay - by
local difz = az - bz
local n = math.max(math.abs(difx-dify), math.abs(dify-difz), math.abs(difz-difx))
local prevq, prevr
local p
local hexes = {}
local visited = {}
for i=0, n do
local pq, pr = RoundHexCube(ax*(1-i/n)+bx*i/n, ay*(1-i/n)+by*i/n, az*(1-i/n)+bz*i/n)
if not (visited[pq] and visited[pq][pr]) and not (pq == prevq and pr == prevr) then
if not visited[pq] then visited[pq] = {} end
visited[pq][pr] = true
table.insert(hexes, self.hexes[pq][pr])
prevq = pq
prevr = pr
end
end
return hexes, visited
end,
FindAllButAdyacents = function(self, startq, startr, range)
if not self.hexes[startq] or not self.hexes[startq][startr] then return {}, {}, {} end
local results = {}
local visited = {}
local final = {}
local origin = self.hexes[startq][startr]
visited[tostring(startq) .. tostring(startr)] = true
results[0] = {origin}
table.insert(final, origin)
local q, r
for i=2, range do
for _, hex in pairs(results[i-1] or {}) do
for __, neighbor in pairs(self:FindNeighbors(hex.coords.q, hex.coords.r)) do
if not visited[tostring(neighbor.coords.q) .. tostring(neighbor.coords.r)] and not neighbor.disabled then
if not results[i] then results[i] = {} end
table.insert(results[i], neighbor)
visited[tostring(neighbor.coords.q) .. tostring(neighbor.coords.r)] = true
table.insert(final, neighbor)
end
end
end
end
return visited, final, results
end,
FindAllInRange = function(self, startq, startr, range)
if not self.hexes[startq] or not self.hexes[startq][startr] then return {}, {}, {} end
local results = {}
local visited = {}
local final = {}
local origin = self.hexes[startq][startr]
visited[tostring(startq) .. tostring(startr)] = true
results[0] = {origin}
table.insert(final, origin)
local q, r
for i=1, range do
for _, hex in pairs(results[i-1] or {}) do
for __, neighbor in pairs(self:FindNeighbors(hex.coords.q, hex.coords.r)) do
if i==1 or (not visited[tostring(neighbor.coords.q) .. tostring(neighbor.coords.r)] and not neighbor.disabled and i-1+neighbor.weight<=range) then
if not results[i-1+neighbor.weight] then results[i-1+neighbor.weight] = {} end
table.insert(results[i-1+neighbor.weight], neighbor)
visited[tostring(neighbor.coords.q) .. tostring(neighbor.coords.r)] = true
table.insert(final, self.hexes[neighbor.coords.q][neighbor.coords.r])
end
end
end
end
return visited, final, results
end,
onNew = function( self )
for i=-self.scale, self.scale do
self.hexes[i] = {}
for j=-self.scale, self.scale do
if j+i<=self.scale and not (i*-1+j*-1>self.scale) then
self.hexes[i][j] = HexTile:new{coords = {q=i, r=j}, x=self.x+(the.HexScale/2)*math.sqrt(3)*(i + j/2), y=self.y+(the.HexScale/2)*3/2*j}
self.hextiles:add(self.hexes[i][j])
end
end
end
end,
draw = function (self, x, y)
-- lock our x/y coordinates to integers
-- to avoid gaps in the tiles
x = math.floor(x or self.x)
y = math.floor(y or self.y)
-- draw each sprite in turn
for i=-self.scale, self.scale do
for j=-self.scale, self.scale do
if j+i<=self.scale and not (i*-1+j*-1>self.scale) then
self.hexes[i][j]:draw()
end
end
end
end,
}
DebugTestLine = View:extend
{
onNew = function (self)
self.hexmap = HexMap:new{x=the.app.width/2-the.HexScale/2, y=the.app.height/2-the.HexScale/2, scale=8, alpha = 100}
--self.minVisible.x, self.minVisible.y, self.maxVisible.x, self.maxVisible.y = self.hexmap:BoundingBox()
self.hexmap.ClearColor = function(this)
for i=-self.hexmap.scale, self.hexmap.scale do
for j=-self.hexmap.scale, self.hexmap.scale do
if j+i<=self.hexmap.scale and not (i*-1+j*-1>self.hexmap.scale) then
if self.hexmap.hexes[i][j].disabled then
self.hexmap.hexes[i][j]:SetOrigColor(0,0,0,0)
self.hexmap.hexes[i][j]:SetColor(0,0,0,0)
else
self.hexmap.hexes[i][j]:SetOrigColor(255-(self.hexmap.hexes[i][j].weight-1)*20,255-(self.hexmap.hexes[i][j].weight-1)*20,255-(self.hexmap.hexes[i][j].weight-1)*20,100)
self.hexmap.hexes[i][j]:SetColor(255-(self.hexmap.hexes[i][j].weight-1)*20,255-(self.hexmap.hexes[i][j].weight-1)*20,255-(self.hexmap.hexes[i][j].weight-1)*20,100)
end
end
end
end
end
for i=-self.hexmap.scale, self.hexmap.scale do
for j=-self.hexmap.scale, self.hexmap.scale do
if j+i<=self.hexmap.scale and not (i*-1+j*-1>self.hexmap.scale) then
if self.hexmap.hexes[i][j].disabled then
self.hexmap.hexes[i][j]:SetOrigColor(0,0,0,0)
self.hexmap.hexes[i][j]:SetColor(0,0,0,0)
else
self.hexmap.hexes[i][j]:SetOrigColor(255-(self.hexmap.hexes[i][j].weight-1)*20,255-(self.hexmap.hexes[i][j].weight-1)*20,255-(self.hexmap.hexes[i][j].weight-1)*20,100)
self.hexmap.hexes[i][j]:SetColor(255-(self.hexmap.hexes[i][j].weight-1)*20,255-(self.hexmap.hexes[i][j].weight-1)*20,255-(self.hexmap.hexes[i][j].weight-1)*20,100)
end
self.hexmap.hexes[i][j].OnMouseEnter = function(this)
if this.disabled then return end
the.ActiveHex = this
end
self.hexmap.hexes[i][j].OnMouseHover = function(this)
if this.disabled then return end
this:SetColor(math.abs(this.origcolor[1]-255), math.abs(this.origcolor[1]-255),math.abs(this.origcolor[1]-255), 255)
if the.mouse:justPressed() then
--self.translate.x = this.x
--self.translate.y = this.y
local hexes, visited = self.hexmap:FindInLine(0, 0, this.coords.q, this.coords.r, 2)
self.hexmap:ClearColor()
for _, hex in pairs(hexes) do
hex:SetOrigColor(0,255,0,100)
hex:SetColor(0,255,0,100)
end
end
end
self.hexmap.hexes[i][j].OnMouseExit = function(this)
if this.disabled then return end
this:SetColor(this.origcolor[1], this.origcolor[2],this.origcolor[3], this.origcolor[4])
end
end
end
end
self:add(self.hexmap)
end,
onUpdate = function(self)
local hex = self.hexmap:PixelToHex(the.mouse.x, the.mouse.y)
if hex then
if not the.ActiveHex then
hex:OnMouseEnter()
the.app.view:panTo({100, 100},2)
elseif the.ActiveHex ~= hex then
the.ActiveHex:OnMouseExit()
hex:OnMouseEnter()
else
hex:OnMouseHover()
end
else
if the.ActiveHex then
the.ActiveHex:OnMouseExit()
the.ActiveHex = nil
end
end
end
}
DebugPolygonView = View:extend
{
onNew = function (self)
self.hexmap = HexMap:new{x=the.app.width/2-the.HexScale/2, y=the.app.height/2-the.HexScale/2, scale=8}
--self.minVisible.x, self.minVisible.y, self.maxVisible.x, self.maxVisible.y = self.hexmap:BoundingBox()
self.hexmap.ClearColor = function(this)
for i=-self.hexmap.scale, self.hexmap.scale do
for j=-self.hexmap.scale, self.hexmap.scale do
if j+i<=self.hexmap.scale and not (i*-1+j*-1>self.hexmap.scale) then
if self.hexmap.hexes[i][j].disabled then
self.hexmap.hexes[i][j]:SetOrigColor(0,0,0,0)
self.hexmap.hexes[i][j]:SetColor(0,0,0,0)
else
self.hexmap.hexes[i][j]:SetOrigColor(255-(self.hexmap.hexes[i][j].weight-1)*20,255-(self.hexmap.hexes[i][j].weight-1)*20,255-(self.hexmap.hexes[i][j].weight-1)*20,100)
self.hexmap.hexes[i][j]:SetColor(255-(self.hexmap.hexes[i][j].weight-1)*20,255-(self.hexmap.hexes[i][j].weight-1)*20,255-(self.hexmap.hexes[i][j].weight-1)*20,100)
end
end
end
end
end
for i=-self.hexmap.scale, self.hexmap.scale do
for j=-self.hexmap.scale, self.hexmap.scale do
if j+i<=self.hexmap.scale and not (i*-1+j*-1>self.hexmap.scale) then
self.hexmap.hexes[i][j].weight = math.random(1,3)
if math.random(1, 16) == 16 then
self.hexmap.hexes[i][j].disabled = true
self.hexmap.hexes[i][j]:SetOrigColor(0,0,0,0)
self.hexmap.hexes[i][j]:SetColor(0,0,0,0)
else
self.hexmap.hexes[i][j]:SetOrigColor(255-(self.hexmap.hexes[i][j].weight-1)*20,255-(self.hexmap.hexes[i][j].weight-1)*20,255-(self.hexmap.hexes[i][j].weight-1)*20,100)
self.hexmap.hexes[i][j]:SetColor(255-(self.hexmap.hexes[i][j].weight-1)*20,255-(self.hexmap.hexes[i][j].weight-1)*20,255-(self.hexmap.hexes[i][j].weight-1)*20,100)
end
end
end
end
self:add(self.hexmap)
end,
onUpdate = function(self)
local hex = self.hexmap:PixelToHex(the.mouse.x, the.mouse.y)
if hex then
if not the.ActiveHex then
hex:OnMouseEnter()
the.app.view:panTo({100, 100},2)
elseif the.ActiveHex ~= hex then
the.ActiveHex:OnMouseExit()
hex:OnMouseEnter()
else
hex:OnMouseHover()
end
else
if the.ActiveHex then
the.ActiveHex:OnMouseExit()
the.ActiveHex = nil
end
end
local curvisited = {}
for i=-self.hexmap.scale, self.hexmap.scale do
for j=-self.hexmap.scale, self.hexmap.scale do
if j+i<=self.hexmap.scale and not (i*-1+j*-1>self.hexmap.scale) then
self.hexmap.hexes[i][j].OnMouseEnter = function(this)
if this.disabled then return end
the.ActiveHex = this
end
self.hexmap.hexes[i][j].OnMouseHover = function(this)
if this.disabled then return end
if not curvisited[tostring(this.coords.q)..tostring(this.coords.r)] then
this:SetColor(math.abs(this.origcolor[1]-255), math.abs(this.origcolor[1]-255),math.abs(this.origcolor[1]-255), 255)
end
if the.mouse:justPressed() then
--self.translate.x = this.x
--self.translate.y = this.y
local visited,hexes,strata = self.hexmap:FindAllInRange(this.coords.q, this.coords.r, 2)
self.hexmap:ClearColor()
for _, hex in pairs(hexes) do
hex:SetOrigColor(0,255,0,100)
hex:SetColor(0,255,0,100)
end
end
end
self.hexmap.hexes[i][j].OnMouseExit = function(this)
if this.disabled then return end
this:SetColor(this.origcolor[1], this.origcolor[2],this.origcolor[3], this.origcolor[4])
end
end
end
end
end
}
|
Player = Ship:extend()
function Player:new(x_start, y_start)
Player.super.new(self, x_start, y_start, dir_start)
self:setColor(COLORS.red)
self.max_speed_base = 160
self.max_speed = self.max_speed_base
self.cruise_speed = 100
self.min_speed = 75
self.boost = 100
self.max_boost = 400
self.over_boosted = false
self.radius = 10
self.current_speed = 0
self.roation_speed = 3
self.size = 20
self.team = Teams.blue
self.shield_enabled = true
self.shield_health = 100
self.shield_recharge_rate = 5
self.shield_max = 110
self.inventory = {Gun(2, 80)} -- currently a default gun, may want to change
self.equipped_weapon = self.inventory[1]
self.invincible = false
self.sprite_image = Sprites.player_image
self.timer = Timer.new() -- not sure if this is used
self.damage_color = {1,0,0,0} -- not used
end
function Player:grow() -- not used
print("in grow")
self.timer:tween(1, self.damage_color, {1, 0, 0, 1}, 'in-out-quad', self:shrink())
end
function Player:shrink() -- not used
print("in shrink")
self.timer:tween(1, self.damage_color, {1, 0, 0, 0}, 'in-out-quad')
end
function Player:setupBump(world)
self.world = world
world:add(self, self:getX(), self:getY(), self.size, self.size)
end
-- called before the player starts a new level and such
function Player:reset() -- need to add info
self.shield_health = 0
self.current_health = 100
print("Upgrade mods")
print(upgrade_manager:getModifiers("speed"))
self.max_speed = self.max_speed_base * upgrade_manager:getModifiers("speed")
if upgrade_manager:isUnlocked("shotgun") then -- this should be handeled by an inventory system that tracks upgrade events
self.inventory[3] = Shotgun()
end
end
function Player:update(dt)
Player.super.update(self, dt)
self.timer:update(dt)
self:updateBoost(dt)
if outOfBounds(self.coord) then
self:damage(dt*20)
end
-- Linear Speed
if love.keyboard.isDown("up") and not self.over_boosted then
self.boost = self.boost - 100*dt
self.current_speed = math.min(self.current_speed + 500 * dt, self.max_speed)
elseif love.keyboard.isDown("down") then
self.current_speed = self.min_speed
else
self.current_speed = math.max(self.current_speed - 200*dt, self.cruise_speed)
end
-- Roation
local rotation_speed_const = 1
if love.keyboard.isDown("right") then
self.coord:rotate(dt * (self.roation_speed + rotation_speed_const * (self.cruise_speed - self.current_speed) / self.cruise_speed))
elseif love.keyboard.isDown("left") then
self.coord:rotate(-dt * (self.roation_speed + rotation_speed_const * (self.cruise_speed - self.current_speed) / self.cruise_speed))
end
-- Recharge Shield
if self.shield_enabled then
self.shield_health = math.min(self.shield_max, self.shield_health + self.shield_recharge_rate * dt)
end
-- Final movement + bump
self.coord:moveForward(self.current_speed * dt)
local actualX, actualY, cols, len = self.world:move(self, self:getX() - self.size / 2, self:getY() - self.size / 2, function() return "bounce"end)
self:setXY(actualX + self.size / 2, actualY + self.size / 2)
-- particle System
self.pSystem:update(dt)
self.pSystem:moveTo(self.coord.x, self.coord.y)
self.pSystem:setDirection(self.coord:getT() + math.pi)
if love.keyboard.isDown("space") and self.equipped_weapon:is(Machinegun) then
print("Machine")
self:fire()
end
end
function Player:draw()
Player.super.draw(self)
love.graphics.setColor(self.damage_color)
love.graphics.circle('fill', self.coord.x, self.coord.y, 200)
end
function Player:updateBoost(dt)
if self.boost < 1 then
self.over_boosted = true
end
-- if we need to refill
if self.boost < self.max_boost then
self.boost = math.min(self.max_boost, self.boost + dt * 25)
else
self.over_boosted = false
end
end
function Player:damage(amount)
-- take damage to shield first
if self.invincible then
return false
end
if self.shield_enabled then
local shield_residual = self.shield_health - amount -- how much is left in the shield after a hit
self.shield_health = math.max(0, shield_residual)
if shield_residual < 0 then -- if the shield took too much damage
self.current_health = self.current_health + shield_residual
end
else -- if we dont have a shield
self.current_health = self.current_health - amount
end
if self.current_health <= 0 then
return true
else
return false
end
end
function Player:keypressed(key)
if key == "space" and not love.keyboard.isDown("up") then
self:fire()
end
if key == "u" then
self.equipped_weapon:setUnlimitedAmmo(not self.equipped_weapon:getUnlimitedAmmo())
end
if key == "i" then
self.invincible = not self.invincible
end
if key == "1" then
if self.inventory[1] ~= nil then
self.equipped_weapon = self.inventory[1]
end
end
if key == "2" then
self.equipped_weapon = Machinegun()
end
if key == "3" then
if self.inventory[3] ~= nil then
self.equipped_weapon = self.inventory[3]
print(self.equipped_weapon)
end
end
end
|
local Stack = require 'scripts.make.stack'
local Logs = require 'lib.logs'
local Parser = {}
local concat = table.concat
local function apply_macro(macro, argv)
return (macro:gsub("($+)(%d+)", function(esc, i)
local v = argv[tonumber(i)] or ""
if esc:len() % 2 == 1 then
return esc:sub(1, -2) .. v
end
end))
end
local function parse(macros, str)
local stack = Stack.new()
local function parse(macros, str, cursor, up_sep)
local cursor, len = cursor or 1, str:len()
local function char(i)
i = i or 0
return str:sub(cursor + i, cursor + i)
end
local function step(n) cursor = cursor + (n or 1) end
local function in_bounds()
if up_sep then
return cursor <= len and char() ~= up_sep
else
return cursor <= len
end
end
local out, esc = ""
local argi, argv, macro, sep = 0, {}
while in_bounds() do
if macro then
if char() == "}" then
local m = macros[macro]
if m then
Logs.assert(not stack:contains(macro), 1, macro, ": cyclic macro")
stack:push(macro)
out = out .. parse(macros, apply_macro(m, argv))
stack:pop()
else
out = out .. ("${%s%s%s}"):format(macro, sep or "", concat(argv, sep))
end
macro = nil
elseif char():match("[%w_-]") then
macro = macro .. char()
elseif char():match("[${]") then
out = out .. "${" .. macro
macro = nil
step(-1)
elseif not sep or char() == sep then
argi = argi + 1
sep = sep or char()
step()
argv[argi], cursor = parse(macros, str, cursor, sep)
step(-1)
end
elseif esc then
if char() == "{" then
macro = ""
else
out = out .. (up_sep and "$" or "") .. char()
end
esc = false
elseif char() == "$" then
esc = true
elseif up_sep and char() == "}" then
break
else
out = out .. char()
end
step()
end
return out, cursor
end
local out = parse(macros, str)
stack:clear()
return out
end
local function scan(macros, group)
for _, entry in pairs(group) do
for fname, field in pairs(entry) do
if type(field) == 'string' then
entry[fname] = parse(macros, field)
end
end
end
end
function Parser.parse(data)
local macros, cards, sets = data.macro or {}, data.card or {}, data.set or {}
scan(macros, sets)
scan(macros, cards)
return sets, cards
end
return Parser
|
Menu.Spacing()
Menu.Separator()
Menu.Spacing()
Menu.Text("KibbeWater - Grenade Helper")
Menu.Spacing()
Menu.Spacing()
Menu.Spacing()
Menu.Checkbox("Draw Line To Angle", "cHelperDrawLineAngle", true)
Menu.SliderInt("Render Distance", "cHelperRenderDistance", 50, 2000, "", 500)
Menu.Spacing()
Menu.Spacing()
Menu.Text("Publishing")
Menu.Separator()
Menu.InputText("Spot Name", "cSpotFName", "Not Named")
Menu.Combo("Throw Type", "cSpotThrowType", {"Throw", "RunThrow", "JumpThrow", "Right Click"}, 0)
Menu.Checkbox("Submit Spot", "cSubmitGrenadeSpot", false)
Menu.Spacing()
Menu.Text("You need to hold a smoke/molotov to submit")
Menu.Text("Abuse of the API will lead to a ban")
local viewAngle = QAngle.new(0, 0, 0)
local displayedID = 0
local map = ""
local loadedMap = ""
--Global Vars
local coords = {}
--For version handling
local ver = "v2.0"
local notifNew = false
local notifData = ""
FileSys.CreateDirectory(GetAppData() .. "\\INTERIUM\\CSGO\\FilesForLUA\\")
FileSys.CreateDirectory(GetAppData() .. "\\INTERIUM\\CSGO\\FilesForLUA\\kibbewater\\")
FileSys.CreateDirectory(GetAppData() .. "\\INTERIUM\\CSGO\\FilesForLUA\\kibbewater\\Grenade Helper\\")
--Register Functions
function Split (inputstr, sep)
if sep == nil then
sep = "%s"
end
local t={}
for str in string.gmatch(inputstr, "([^"..sep.."]+)") do
table.insert(t, str)
end
return t
end
function SplitLiteral(inputstr, sep)
if sep == nil then
sep = "%s"
end
local t={}
for str in string.gmatch(inputstr, "("..sep..")") do
table.insert(t, str)
end
return t
end
function SendNotif(ID, type, title, msg, clr, r, g, b, expire)
local clrBool = "false"
if clr then clrBool = "true" end
if Menu.GetInt("NM_API_Enabled") > IGlobalVars.realtime then
Menu.SetString("NM_API_Payload", ID .. "*" .. type .. "*" .. title .. "*" .. msg .. "*" .. clrBool .. "*" .. r .. "*" .. g .. "*" .. b .. "*" .. (IGlobalVars.realtime + expire))
Menu.SetBool("NM_API_Send", true)
end
end
function Bool2String(boolz)
if boolz then
return "true"
else
return "false"
end
end
--Set initial settings
function Setup()
Print("Downloading version file...")
URLDownloadToFile("https://kibbewater.xyz/ver/gh.txt", GetAppData() .. "\\INTERIUM\\CSGO\\FilesForLUA\\kibbewater\\gh.txt")
Print("Download finished")
if FileSys.FileIsExist(GetAppData() .. "\\INTERIUM\\CSGO\\FilesForLUA\\kibbewater\\gh.txt") then
local fileData = FileSys.GetTextFromFile(GetAppData() .. "\\INTERIUM\\CSGO\\FilesForLUA\\kibbewater\\gh.txt")
local data = Split(fileData, "\n")
Print("Recieved data: " .. data[1])
if #data == 2 then
if ver ~= data[1] and Menu.GetInt("NM_API_Enabled") > IGlobalVars.realtime and not Menu.GetBool("NM_API_Send") and Menu.GetString("NM_API_Payload") == "" then
Menu.SetString("NM_API_Payload", "GHUpdates" .. "*" .. "1" .. "*" .. "Grenade Helper Update" .. "*" .. "Please download " .. data[1] .. ", check forums for the latest update" .. "*" .. "false" .. "*" .. "0" .. "*" .. "0" .. "*" .. "0" .. "*" .. (IGlobalVars.realtime + 7))
Menu.SetBool("NM_API_Send", true)
elseif Menu.GetInt("NM_API_Enabled") < IGlobalVars.realtime or Menu.GetBool("NM_API_Send") or Menu.GetString("NM_API_Payload") ~= "" then
notifData = "GHUpdates" .. "*" .. "1" .. "*" .. "Grenade Helper Update" .. "*" .. "Please download " .. data[1] .. ", check forums for the latest update" .. "*" .. "false" .. "*" .. "0" .. "*" .. "0" .. "*" .. "0" .. "*"
notifNew = true
end
end
else
Print("File not recieved")
SendNotif("GHUpdates", 1, "Movement Recorder Update", "Error occured while getting current version", false, 0, 0, 0, IGlobalVars.realtime + 7)
end
end
Hack.RegisterCallback("PaintTraverse", function ()
if Menu.GetInt("NM_API_Enabled") > IGlobalVars.realtime and notifNew and not Menu.GetBool("NM_API_Send") and Menu.GetString("NM_API_Payload") == "" then
Menu.SetString("NM_API_Payload", notifData .. (IGlobalVars.realtime + 7))
Menu.SetBool("NM_API_Send", true)
notifNew = false
end
if (not Utils.IsLocalAlive()) then return end
if not Utils.IsInGame() then return end
local pLocal = IEntityList.GetPlayer(IEngine.GetLocalPlayer())
if (not pLocal) then return end
local weapon = pLocal:GetActiveWeapon()
if (not weapon) then return end
local wInfo = weapon:GetWeaponData()
if (not wInfo) then return end
local localPos = pLocal:GetAbsOrigin()
local wName = ""
if wInfo.consoleName == "weapon_molotov" or wInfo.consoleName == "weapon_incgrenade" then wName = "molotov" elseif wInfo.consoleName == "weapon_smokegrenade" then wName = "smoke" else wName = "" end
if wName ~= "" and map ~= "" and Menu.GetString("cSpotFName") ~= "" and Menu.GetBool("cSubmitGrenadeSpot") then
local throwTypes = {"Throw", "RunThrow", "JumpThrow", "Right Click"}
local pPos = pLocal:GetAbsOrigin()
--FileSys.SaveTextToFile("https://kibbewater.xyz/interium/submitspot.php?username=" .. Hack.GetUserName() .. "&map=" .. map .. "&location=" .. Menu.GetString("cSpotFName") .. "&throwtype=" .. throwTypes[Menu.GetInt("cSpotThrowType")+1] .. "&grenadetype=" .. wName .. "&x=" .. tostring(pPos.x) .. "&y=" .. tostring(pPos.y) .. "&z=" .. tostring(pPos.z) .. "&pitch=" .. tostring(viewAngle.pitch) .. "&yaw=" .. tostring(viewAngle.yaw))
URLDownloadToFile("https://kibbewater.xyz/interium/submitspot.php?username=" .. Hack.GetUserName() .. "&map=" .. map .. "&location=" .. Menu.GetString("cSpotFName") .. "&throwtype=" .. throwTypes[Menu.GetInt("cSpotThrowType")+1] .. "&grenadetype=" .. wName .. "&x=" .. tostring(pPos.x) .. "&y=" .. tostring(pPos.y) .. "&z=" .. tostring(pPos.z) .. "&pitch=" .. tostring(viewAngle.pitch) .. "&yaw=" .. tostring(viewAngle.yaw), GetAppData() .. "\\INTERIUM\\CSGO\\FilesForLUA\\kibbewater\\http.txt")
local data = FileSys.GetTextFromFile(GetAppData() .. "\\INTERIUM\\CSGO\\FilesForLUA\\kibbewater\\http.txt")
if data ~= "true" then
SendNotif("GHError", 1, "Submission Error", "Submission failed with '" .. data .. "'", false, 0, 0, 0, 7)
else
SendNotif("GH", 3, "Submission", "Thank you for your submitting '" .. Menu.GetString("cSpotFName") .. "'", false, 0, 0, 0, 7)
end
Menu.SetBool("cSubmitGrenadeSpot", false)
end
for i = 1, #coords do
if #coords[i] == 8 and coords[i][3] == wName then
if displayedID == 0 or i == displayedID then
local string = coords[i][1] .. "\n" .. coords[i][2]
local textPos = Vector.new(tonumber(coords[i][4]), tonumber(coords[i][5]), tonumber(coords[i][6]) + 50)
local pos = Vector.new(tonumber(coords[i][4]), tonumber(coords[i][5]), tonumber(coords[i][6]))
local ang = QAngle.new(tonumber(coords[i][7]), tonumber(coords[i][8]), 0)
local angVec = Vector.new(0,0,0)
local angVecEye = Vector.new(0,0,0)
local toScreen = Vector.new(0,0,0)
local sCircle = Vector.new(0,0,0)
local dist = Math.VectorDistance(pos, localPos)
local nadeDist = 300
local screen = Vector.new(0,0,0)
Math.AngleVectors(ang, angVec)
Math.AngleVectors(viewAngle, angVecEye)
local throwPos = Vector.new(pos.x + (angVec.x * nadeDist), pos.y + (angVec.y * nadeDist), pos.z + (angVec.z * nadeDist) + 64)
local throwPosText = Vector.new(pos.x + (angVec.x * nadeDist), pos.y + (angVec.y * nadeDist), pos.z + (angVec.z * nadeDist) + 54)
local screenThrow = Vector.new(0,0,0)
local eyePosition = Vector.new(localPos.x + (angVecEye.x * nadeDist), localPos.y + (angVecEye.y * nadeDist), localPos.z + (angVecEye.z * nadeDist) + 64)
local aimDist = Math.VectorDistance(eyePosition, throwPos)
if Math.WorldToScreen(textPos, toScreen) and dist <= Menu.GetInt("cHelperRenderDistance") and dist >= 50 then
Render.Text_1(string, toScreen.x, toScreen.y, 15, Color.new(255, 255, 255, 255), false, true)
end
if dist <= Menu.GetInt("cHelperRenderDistance") then
local radius = 17
local color = Color.new(255,0,0,255)
if dist >= 17 then radius = 27 else radius = 7 end
if dist <= 2 then
displayedID = i
color = Color.new(0,255,0,255)
else color = Color.new(255,0,0,255) end
Render.Circle3D(pos, 100, radius, color)
--Render.Circle(sCircle.x, sCircle.y, radius, color, 25, 2)
end
if Math.WorldToScreen(throwPos, screenThrow) and dist <= 5 then
if Math.WorldToScreen(throwPosText, screen) then Render.Text_1(string, screen.x, screen.y, 15, Color.new(255, 255, 255, 255), false, true) end
local color = Color.new(255,0,0,255)
if aimDist <= 1.5 then color = Color.new(0,255,0,255) end
displayedID = i
Render.Circle(screenThrow.x, screenThrow.y, 8, color, 25, 2)
if Menu.GetBool("cHelperDrawLineAngle") then Render.Line(Globals.ScreenWidth()/2, Globals.ScreenHeight()/2, screenThrow.x, screenThrow.y, color, 1) end
end
if displayedID == i and dist >= 3 then displayedID = 0 end
end
end
end
end)
function LineToObject(line)
local data = Split(line, "*")
return {data[1], data[2], data[3], data[4], data[5], data[6], data[7], data[8]}
end
Hack.RegisterCallback("CreateMove", function (cmd, send)
if (not Utils.IsInGame()) then
coords = {}
displayedID = 0
loadedMap = ""
end
if (not Utils.IsLocal()) then return end
map = IEngine.GetLevelNameShort()
viewAngle = cmd.viewangles
--Load Coords
if map ~= loadedMap then
URLDownloadToFile("https://kibbewater.xyz/interium/getspots.php?map=" .. map, GetAppData() .. "\\INTERIUM\\CSGO\\FilesForLUA\\kibbewater\\Grenade Helper\\" .. map .. ".txt")
local data = FileSys.GetTextFromFile(GetAppData() .. "\\INTERIUM\\CSGO\\FilesForLUA\\kibbewater\\Grenade Helper\\" .. map .. ".txt"):gsub("<br>", "\n")
local locations = Split(data, "\n")
coords = {}
for i = 1, #locations do
table.insert(coords, LineToObject(locations[i]))
end
loadedMap = map
end
end)
Setup()
|
ENT.Type = "anim"
ENT.Base = "base_anim"
ENT.Range = 1024
function ENT:SetupDataTables()
self:NetworkVar( "Int", 0, "Team" )
self:NetworkVar( "Int", 1, "PropHealth" )
end
|
--
-- User: Glastis
-- Date: 15-Sep-19
--
local constant = {}
constant.IMAGE_PATH = 'images/'
constant.IMAGE_PATH_HOME = constant.IMAGE_PATH .. '1484022678_go-home.png'
return constant
|
--------------------------------------------------------------------------------
--[[
TouchPoint
A vent that tracks to the touch point.
--]]
--------------------------------------------------------------------------------
local CBE = require("CBE.CBE")
local vent = CBE.newVent({
preset = "burn"
})
local function onScreenTouch(event)
vent.emitX, vent.emitY = event.x, event.y -- We want the vent to move no matter what the phase of the event
if "began" == event.phase then
vent:start() -- Start if began
elseif "ended" == event.phase then
vent:stop() -- Stop if ended
end
end
Runtime:addEventListener("touch", onScreenTouch)
|
local rgph = require "rgph"
local edge_fmt = "%d -- %d [label=%q, color=%q];\n"
local graph_label_fmt = "%d edges, %d vertices, core %d, seed %d, flags %q"
local function dot(file, g, ...)
local seed = g:seed()
--local hash = rgph[g:hash()]
file:write("graph {\n")
for peel, key, h1, h2, h3 in g:edges("peel,key", ...) do
local color = peel > 0 and "black" or "red"
local label = string.format("%s", key)
-- local label = string.format("%s %x %x %x", key, hash(key, seed))
file:write(edge_fmt:format(h1, h2, label, color))
if h3 then
file:write(edge_fmt:format(h2, h3, label, color))
end
end
local label = graph_label_fmt:format(g:entries(),
g:vertices(), g:core_size(), seed, g:flags())
file:write(string.format("label=%q;}\n", label))
end
return { dot=dot }
|
#!/usr/bin/env tarantool
test = require("sqltester")
test:plan(7)
test:do_catchsql_test(
"pragma-1.3",
[[
PRAGMA kek = 'ON';
]], {
1, "no such pragma: KEK"
})
---
--- gh-2199: SQL default engine pragma
---
test:do_catchsql_test(
"pragma-2.1",
[[
pragma sql_default_engine='creepy';
]], {
1, "Space engine 'creepy' does not exist"
})
test:do_catchsql_test(
"pragma-2.2",
[[
pragma sql_default_engine='vinyl';
]], {
0
})
test:do_catchsql_test(
"pragma-2.3",
[[
pragma sql_default_engine='memtx';
]], {
0
})
test:do_catchsql_test(
"pragma-2.4",
[[
pragma sql_default_engine;
]], {
1, 'Illegal parameters, \'sql_default_engine\' was not specified'
})
test:do_catchsql_test(
"pragma-2.5",
[[
pragma sql_default_engine 'memtx';
]], {
1, 'near \"\'memtx\'\": syntax error'
})
test:do_catchsql_test(
"pragma-2.5",
[[
pragma sql_default_engine 1;
]], {
1, 'near \"1\": syntax error'
})
test:finish_test()
|
-----------------------------------
--
-- tpz.effect.CHR_DOWN
--
-----------------------------------
require("scripts/globals/status")
-----------------------------------
function onEffectGain(target, effect)
if ((target:getStat(tpz.mod.CHR) - effect:getPower()) < 0) then
effect:setPower(target:getStat(tpz.mod.CHR))
end
target:addMod(tpz.mod.CHR, -effect:getPower())
end
function onEffectTick(target, effect)
-- the effect restore charism of 1 every 3 ticks.
local downCHR_effect_size = effect:getPower()
if (downCHR_effect_size > 0) then
effect:setPower(downCHR_effect_size - 1)
target:delMod(tpz.mod.CHR, -1)
end
end
function onEffectLose(target, effect)
downCHR_effect_size = effect:getPower()
if (downCHR_effect_size > 0) then
target:delMod(tpz.mod.CHR, -downCHR_effect_size)
end
end
|
if CLIENT then
include("shared.lua")
net.Receive("ClientDeathNotify", function()
-- Read the variables from the message
local name = net.ReadString()
local role = tonumber(net.ReadString())
local reason = net.ReadString()
-- Format the number role into a human readable role
local col = ROLE_COLORS[role]
local role_string = ROLE_STRINGS_EXT[role]
if role == ROLE_NONE then
col = COLOR_WHITE
role_string = "a hidden role"
end
-- Format the reason for their death
if reason == "suicide" then
chat.AddText(COLOR_WHITE, "You killed yourself!")
elseif reason == "burned" then
chat.AddText(COLOR_WHITE, "You burned to death!")
elseif reason == "prop" then
chat.AddText(COLOR_WHITE, "You were killed by a prop!")
elseif reason == "ply" then
chat.AddText(COLOR_WHITE, "You were killed by ", col, name, COLOR_WHITE, ", they were ", col, role_string .. "!")
elseif reason == "fell" then
chat.AddText(COLOR_WHITE, "You fell to your death!")
elseif reason == "water" then
chat.AddText(COLOR_WHITE, "You drowned!")
else
chat.AddText(COLOR_WHITE, "You died!")
end
end)
end
if SERVER then
-- Precache the net message
util.AddNetworkString("ClientDeathNotify")
hook.Add("PlayerDeath", "Kill_Reveal_Notify", function(victim, entity, killer)
if gmod.GetGamemode().Name == "Trouble in Terrorist Town" then
local reason = "nil"
local killerz = "nil"
local role = "nil"
if victim.DiedByWater then
reason = "water"
elseif killer == victim then
reason = "suicide"
elseif IsValid(entity) then
if victim:IsPlayer() and (string.StartWith(entity:GetClass(), "prop_physics") or entity:GetClass() == "prop_dynamic") then -- If the killer is also a prop
reason = "prop"
elseif IsValid(killer) then
if entity:GetClass() == "entityflame" and killer:GetClass() == "entityflame" then
reason = "burned"
elseif entity:GetClass() == "worldspawn" and killer:GetClass() == "worldspawn" then
reason = "fell"
elseif killer:IsPlayer() and victim ~= killer then
reason = "ply"
killerz = killer:Nick()
-- If this Phantom was killed by a player and they are supposed to haunt them, hide their killer's role
if GetRoundState() == ROUND_ACTIVE and victim:IsPhantom() and GetConVar("ttt_phantom_killer_haunt"):GetBool() then
role = ROLE_NONE
else
role = killer:GetRole()
end
end
end
end
-- Send the buffer message with the death information to the victim
net.Start("ClientDeathNotify")
net.WriteString(killerz)
net.WriteString(role)
net.WriteString(reason)
net.Send(victim)
end
end)
end
|
local utils = require 'mp.utils'
local msg = require 'mp.msg'
local assdraw = require 'mp.assdraw'
local on_windows = (package.config:sub(1,1) ~= "/")
local opts = {
thumbs_dir = on_windows and "%APPDATA%\\mpv\\gallery-thumbs-dir" or "~/.mpv_thumbs_dir/",
auto_generate_thumbnails = true,
generate_thumbnails_with_mpv = false,
thumbnail_width = 192,
thumbnail_height = 108,
dynamic_thumbnail_size = "",
take_thumbnail_at = "20%",
resume_when_picking = true,
start_gallery_on_startup = false,
start_gallery_on_file_end = false,
toggle_behaves_as_accept = true,
margin_x = 15,
margin_y = 15,
max_thumbnails = 64,
show_scrollbar = true,
scrollbar_side = "left",
scrollbar_min_size = 10,
show_placeholders = true,
placeholder_color = "222222",
always_show_placeholders = false,
background = "0.1",
show_filename = true,
show_title = true,
strip_directory = true,
strip_extension = true,
text_size = 28,
selected_frame_color = "DDDDDD",
flagged_frame_color = "5B9769",
selected_flagged_frame_color = "BAFFCA",
flagged_file_path = "./mpv_gallery_flagged",
max_generators = 8,
mouse_support = true,
UP = "UP",
DOWN = "DOWN",
LEFT = "LEFT",
RIGHT = "RIGHT",
PAGE_UP = "PGUP",
PAGE_DOWN = "PGDWN",
FIRST = "HOME",
LAST = "END",
RANDOM = "r",
ACCEPT = "ENTER",
CANCEL = "ESC",
REMOVE = "DEL",
FLAG = "SPACE",
}
(require 'mp.options').read_options(opts)
function split(input, char, tonum)
local ret = {}
for str in string.gmatch(input, "([^" .. char .. "]+)") do
ret[#ret + 1] = (not tonum and str) or tonumber(str)
end
return ret
end
opts.dynamic_thumbnail_size = split(opts.dynamic_thumbnail_size, ";", false)
for i = 1, #opts.dynamic_thumbnail_size do
local preset = split(opts.dynamic_thumbnail_size[i], ",", true)
if (#preset ~= 3) or not (preset[1] and preset[2] and preset[3]) then
msg.error(opts.dynamic_thumbnail_size[i] .. " is not a valid preset")
return
end
opts.dynamic_thumbnail_size[i] = preset
end
if on_windows then
opts.thumbs_dir = string.gsub(opts.thumbs_dir, "^%%APPDATA%%", os.getenv("APPDATA") or "%APPDATA%")
else
opts.thumbs_dir = string.gsub(opts.thumbs_dir, "^~", os.getenv("HOME") or "~")
end
opts.max_thumbnails = math.min(opts.max_thumbnails, 64)
local sha256
--[[
minified code below is a combination of:
-sha256 implementation from
http://lua-users.org/wiki/SecureHashAlgorithm
-lua implementation of bit32 (used as fallback on lua5.1) from
https://www.snpedia.com/extensions/Scribunto/engines/LuaCommon/lualib/bit32.lua
both are licensed under the MIT below:
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
--]]
do local b,c,d,e,f;if bit32 then b,c,d,e,f=bit32.band,bit32.rrotate,bit32.bxor,bit32.rshift,bit32.bnot else f=function(g)g=math.floor(tonumber(g))%0x100000000;return(-g-1)%0x100000000 end;local h={[0]={[0]=0,0,0,0},[1]={[0]=0,1,0,1},[2]={[0]=0,0,2,2},[3]={[0]=0,1,2,3}}local i={[0]={[0]=0,1,2,3},[1]={[0]=1,0,3,2},[2]={[0]=2,3,0,1},[3]={[0]=3,2,1,0}}local function j(k,l,m,n,o)for p=1,m do l[p]=math.floor(tonumber(l[p]))%0x100000000 end;local q=1;local r=0;for s=0,31,2 do local t=n;for p=1,m do t=o[t][l[p]%4]l[p]=math.floor(l[p]/4)end;r=r+t*q;q=q*4 end;return r end;b=function(...)return j('band',{...},select('#',...),3,h)end;d=function(...)return j('bxor',{...},select('#',...),0,i)end;e=function(g,u)g=math.floor(tonumber(g))%0x100000000;u=math.floor(tonumber(u))u=math.min(math.max(-32,u),32)return math.floor(g/2^u)%0x100000000 end;c=function(g,u)g=math.floor(tonumber(g))%0x100000000;u=-math.floor(tonumber(u))%32;local g=g*2^u;return g%0x100000000+math.floor(g/0x100000000)end end;local v={0x428a2f98,0x71374491,0xb5c0fbcf,0xe9b5dba5,0x3956c25b,0x59f111f1,0x923f82a4,0xab1c5ed5,0xd807aa98,0x12835b01,0x243185be,0x550c7dc3,0x72be5d74,0x80deb1fe,0x9bdc06a7,0xc19bf174,0xe49b69c1,0xefbe4786,0x0fc19dc6,0x240ca1cc,0x2de92c6f,0x4a7484aa,0x5cb0a9dc,0x76f988da,0x983e5152,0xa831c66d,0xb00327c8,0xbf597fc7,0xc6e00bf3,0xd5a79147,0x06ca6351,0x14292967,0x27b70a85,0x2e1b2138,0x4d2c6dfc,0x53380d13,0x650a7354,0x766a0abb,0x81c2c92e,0x92722c85,0xa2bfe8a1,0xa81a664b,0xc24b8b70,0xc76c51a3,0xd192e819,0xd6990624,0xf40e3585,0x106aa070,0x19a4c116,0x1e376c08,0x2748774c,0x34b0bcb5,0x391c0cb3,0x4ed8aa4a,0x5b9cca4f,0x682e6ff3,0x748f82ee,0x78a5636f,0x84c87814,0x8cc70208,0x90befffa,0xa4506ceb,0xbef9a3f7,0xc67178f2}local function w(n)return string.gsub(n,".",function(t)return string.format("%02x",string.byte(t))end)end;local function x(y,z)local n=""for p=1,z do local A=y%256;n=string.char(A)..n;y=(y-A)/256 end;return n end;local function B(n,p)local z=0;for p=p,p+3 do z=z*256+string.byte(n,p)end;return z end;local function C(D,E)local F=-(E+1+8)%64;E=x(8*E,8)D=D.."\128"..string.rep("\0",F)..E;return D end;local function G(H)H[1]=0x6a09e667;H[2]=0xbb67ae85;H[3]=0x3c6ef372;H[4]=0xa54ff53a;H[5]=0x510e527f;H[6]=0x9b05688c;H[7]=0x1f83d9ab;H[8]=0x5be0cd19;return H end;local function I(D,p,H)local J={}for K=1,16 do J[K]=B(D,p+(K-1)*4)end;for K=17,64 do local L=J[K-15]local M=d(c(L,7),c(L,18),e(L,3))L=J[K-2]local N=d(c(L,17),c(L,19),e(L,10))J[K]=J[K-16]+M+J[K-7]+N end;local O,s,t,P,Q,R,S,T=H[1],H[2],H[3],H[4],H[5],H[6],H[7],H[8]for p=1,64 do local M=d(c(O,2),c(O,13),c(O,22))local U=d(b(O,s),b(O,t),b(s,t))local V=M+U;local N=d(c(Q,6),c(Q,11),c(Q,25))local W=d(b(Q,R),b(f(Q),S))local X=T+N+W+v[p]+J[p]T=S;S=R;R=Q;Q=P+X;P=t;t=s;s=O;O=X+V end;H[1]=b(H[1]+O)H[2]=b(H[2]+s)H[3]=b(H[3]+t)H[4]=b(H[4]+P)H[5]=b(H[5]+Q)H[6]=b(H[6]+R)H[7]=b(H[7]+S)H[8]=b(H[8]+T)end;local function Y(H)return w(x(H[1],4)..x(H[2],4)..x(H[3],4)..x(H[4],4)..x(H[5],4)..x(H[6],4)..x(H[7],4)..x(H[8],4))end;local Z={}sha256=function(D)D=C(D,#D)local H=G(Z)for p=1,#D,64 do I(D,p,H)end;return Y(H)end end
-- end of sha code
active = false
playlist = {} -- copy of the current "playlist" property
geometry = {
window_w = 0,
window_h = 0,
rows = 0,
columns = 0,
size_x = 0,
size_y = 0,
margin_x = 0,
margin_y = 0,
}
view = { -- 1-based indices into the "playlist" array
first = 0, -- must be equal to N*columns
last = 0, -- must be > first and <= first + rows*columns
}
overlays = {
active = {}, -- array of 64 strings indicating the file associated to the current thumbnail (empty if no file)
missing = {}, -- maps hashes of missing thumbnails to the index they should be shown at
}
selection = {
old = 0, -- the playlist element selected when entering the gallery
now = 0, -- the currently selected element
}
pending = {
selection = -1,
window_size_changed = false,
deletion = false,
}
ass = {
selection = "",
scrollbar = "",
placeholders = "",
}
flags = {}
resume = {} -- maps filename to the time-pos it was at when starting the gallery
misc = {
old_idle = "",
old_force_window = "",
old_geometry = "",
old_osd_level = "",
old_background = "",
old_vid = "",
}
generators = {} -- list of generator scripts that have registered themselves
do
local inited = false
function init()
if not inited then
inited = true
if utils.file_info then -- 0.28+
local res = utils.file_info(opts.thumbs_dir)
if not res or not res.is_dir then
msg.error(string.format("Thumbnail directory \"%s\" does not exist", opts.thumbs_dir))
end
end
if opts.auto_generate_thumbnails and #generators == 0 then
msg.error("Auto-generation on, but no generators registered")
end
end
end
end
function file_exists(path)
if utils.file_info then -- 0.28+
local info = utils.file_info(path)
return info ~= nil and info.is_file
else
local f = io.open(path, "r")
if f ~= nil then
io.close(f)
return true
end
return false
end
end
function thumbnail_size_from_presets(window_w, window_h)
local size = window_w * window_h
local picked = nil
for _, preset in ipairs(opts.dynamic_thumbnail_size) do
picked = { preset[2], preset[3] }
if size <= preset[1] then
break
end
end
return picked
end
function select_under_cursor()
local g = geometry
local mx, my = mp.get_mouse_pos()
if mx < 0 or my < 0 or mx > g.window_w or my > g.window_h then return end
local mx, my = mx - g.margin_x, my - g.margin_y
local on_column = (mx % (g.size_x + g.margin_x)) < g.size_x
local on_row = (my % (g.size_y + g.margin_y)) < g.size_y
if on_column and on_row then
local column = math.floor(mx / (g.size_x + g.margin_x))
local row = math.floor(my / (g.size_y + g.margin_y))
local new_sel = view.first + row * g.columns + column
if new_sel > view.last then return end
if selection.now == new_sel then
quit_gallery_view(selection.now)
else
selection.now = new_sel
pending.selection = new_sel
ass_show(true, false, false)
end
end
end
function toggle_selection_flag()
local name = playlist[selection.now].filename
if flags[name] == nil then
flags[name] = true
else
flags[name] = nil
end
ass_show(true, false, false)
end
do
local function increment_func(increment, clamp)
local new = pending.selection == -1 and selection.now or pending.selection
new = new + increment
if new <= 0 or new > #playlist then
if not clamp then return end
new = math.max(1, math.min(new, #playlist))
end
pending.selection = new
end
local bindings_repeat = {}
bindings_repeat[opts.UP] = function() increment_func(- geometry.columns, false) end
bindings_repeat[opts.DOWN] = function() increment_func( geometry.columns, false) end
bindings_repeat[opts.LEFT] = function() increment_func(- 1, false) end
bindings_repeat[opts.RIGHT] = function() increment_func( 1, false) end
bindings_repeat[opts.PAGE_UP] = function() increment_func(- geometry.columns * geometry.rows, true) end
bindings_repeat[opts.PAGE_DOWN] = function() increment_func( geometry.columns * geometry.rows, true) end
bindings_repeat[opts.RANDOM] = function() pending.selection = math.random(1, #playlist) end
bindings_repeat[opts.REMOVE] = function() pending.deletion = true end
local bindings = {}
bindings[opts.FIRST] = function() pending.selection = 1 end
bindings[opts.LAST] = function() pending.selection = #playlist end
bindings[opts.ACCEPT] = function() quit_gallery_view(selection.now) end
bindings[opts.CANCEL] = function() quit_gallery_view(selection.old) end
bindings[opts.FLAG] = toggle_selection_flag
if opts.mouse_support then
bindings["MBTN_LEFT"] = select_under_cursor
bindings["WHEEL_UP"] = function() increment_func(- geometry.columns, true) end
bindings["WHEEL_DOWN"] = function() increment_func( geometry.columns, true) end
end
local function window_size_changed()
pending.window_size_changed = true
end
local function idle_handler()
if pending.selection ~= -1 then
increment_selection(pending.selection)
pending.selection = -1
end
if pending.window_size_changed then
pending.window_size_changed = false
local window_w, window_h = mp.get_osd_size()
if window_w ~= geometry.window_w or window_h ~= geometry.window_h then
resize_gallery(window_w, window_h)
end
end
if pending.deletion then
pending.deletion = false
mp.commandv("playlist-remove", selection.now - 1)
selection.now = selection.now + (selection.now == #playlist and -1 or 1)
end
end
function setup_ui_handlers()
for key, func in pairs(bindings_repeat) do
mp.add_forced_key_binding(key, "gallery-view-"..key, func, {repeatable = true})
end
for key, func in pairs(bindings) do
mp.add_forced_key_binding(key, "gallery-view-"..key, func)
end
for _, prop in ipairs({ "osd-width", "osd-height" }) do
mp.observe_property(prop, "native", window_size_changed)
end
mp.register_idle(idle_handler)
end
function teardown_ui_handlers()
for key, _ in pairs(bindings_repeat) do
mp.remove_key_binding("gallery-view-"..key)
end
for key, _ in pairs(bindings) do
mp.remove_key_binding("gallery-view-"..key)
end
mp.unobserve_property(window_size_changed)
mp.unregister_idle(idle_handler)
end
end
function restore_playlist_and_select(select)
mp.set_property_number("playlist-pos-1", select)
if opts.resume_when_picking then
local time = resume[playlist[select].filename]
if time then
local tmp
local func = function()
mp.commandv("seek", time, "absolute")
mp.unregister_event(tmp)
end
tmp = func
mp.register_event("file-loaded", func)
end
end
end
function restore_properties()
mp.set_property("idle", misc.old_idle)
mp.set_property("force-window", misc.old_force_window)
mp.set_property("geometry", misc.old_geometry)
mp.set_property("osd-level", misc.old_osd_level)
mp.set_property("background", misc.old_background)
mp.set_property("vid", misc.old_vid)
mp.set_property_bool("pause", false)
mp.commandv("script-message", "osc-visibility", "auto", "true")
end
function save_properties()
misc.old_idle = mp.get_property("idle")
misc.old_force_window = mp.get_property("force-window")
misc.old_geometry = mp.get_property("geometry")
misc.old_osd_level = mp.get_property("osd-level")
misc.old_background = mp.get_property("background")
misc.old_vid = mp.get_property("vid")
mp.set_property_bool("pause", true)
mp.set_property_bool("idle", true)
mp.set_property_bool("force-window", true)
mp.set_property_number("osd-level", 0)
mp.set_property("background", opts.background)
mp.set_property("vid", "no")
mp.commandv("no-osd", "script-message", "osc-visibility", "never", "true")
mp.set_property("geometry", geometry.window_w .. "x" .. geometry.window_h)
end
function compute_geometry(ww, wh)
geometry.window_w, geometry.window_h = ww, wh
local dyn_thumb_size = thumbnail_size_from_presets(ww, wh)
if dyn_thumb_size then
geometry.size_x = dyn_thumb_size[1]
geometry.size_y = dyn_thumb_size[2]
else
geometry.size_x = opts.thumbnail_width
geometry.size_y = opts.thumbnail_height
end
local margin_y = opts.show_filename and math.max(opts.text_size, opts.margin_y) or opts.margin_y
geometry.rows = math.floor((wh - margin_y) / (geometry.size_y + margin_y))
geometry.columns = math.floor((ww - opts.margin_x) / (geometry.size_x + opts.margin_x))
if (geometry.rows * geometry.columns > opts.max_thumbnails) then
local r = math.sqrt(geometry.rows * geometry.columns / opts.max_thumbnails)
geometry.rows = math.floor(geometry.rows / r)
geometry.columns = math.floor(geometry.columns / r)
end
geometry.margin_x = (ww - geometry.columns * geometry.size_x) / (geometry.columns + 1)
geometry.margin_y = (wh - geometry.rows * geometry.size_y) / (geometry.rows + 1)
end
function increment_selection(inc)
selection.now = inc
ensure_view_valid()
refresh_overlays(false)
ass_show(true, true, true)
end
function resize_gallery(window_w, window_h)
compute_geometry(window_w, window_h)
if geometry.rows <= 0 or geometry.columns <= 0 then
quit_gallery_view(selection.old)
return
end
ensure_view_valid()
refresh_overlays(true)
ass_show(true, true, true)
end
-- makes sure that view.first and view.last are valid with regards to the playlist
-- and that selection.now is within the view
-- to be called after the playlist, view or selection was modified somehow
function ensure_view_valid()
local selection_row = math.floor((selection.now - 1) / geometry.columns)
local max_thumbs = geometry.rows * geometry.columns
if view.last >= #playlist then
view.last = #playlist
last_row = math.floor((view.last - 1) / geometry.columns)
first_row = math.max(0, last_row - geometry.rows + 1)
view.first = 1 + first_row * geometry.columns
elseif view.first == 0 or view.last == 0 or view.last - view.first + 1 ~= max_thumbs then
-- special case: the number of possible thumbnails was changed
-- just recreate the view such that the selection is in the middle row
local max_row = (#playlist - 1) / geometry.columns + 1
local row_first = selection_row - math.floor((geometry.rows - 1) / 2)
local row_last = selection_row + math.floor((geometry.rows - 1) / 2) + geometry.rows % 2
if row_first < 0 then
row_first = 0
elseif row_last > max_row then
row_first = max_row - geometry.rows + 1
end
view.first = 1 + row_first * geometry.columns
view.last = math.min(#playlist, view.first - 1 + max_thumbs)
return
end
if selection.now < view.first then
-- the selection is now on the first line
view.first = selection_row * geometry.columns + 1
view.last = math.min(#playlist, view.first + max_thumbs - 1)
elseif selection.now > view.last then
-- the selection is now on the last line
view.last = (selection_row + 1) * geometry.columns
view.first = math.max(1, view.last - max_thumbs + 1)
view.last = math.min(#playlist, view.last)
end
end
-- ass related stuff
do
local function refresh_placeholders()
if not opts.show_placeholders then return end
local a = assdraw.ass_new()
a:new_event()
a:append('{\\bord0}')
a:append('{\\shad0}')
a:append('{\\1c&' .. opts.placeholder_color .. '}')
a:pos(0, 0)
a:draw_start()
for i = 0, view.last - view.first do
if opts.always_show_placeholders or overlays.active[i + 1] == "" then
local x = geometry.margin_x + (geometry.margin_x + geometry.size_x) * (i % geometry.columns)
local y = geometry.margin_y + (geometry.margin_y + geometry.size_y) * math.floor(i / geometry.columns)
a:rect_cw(x, y, x + geometry.size_x, y + geometry.size_y)
end
end
a:draw_stop()
ass.placeholders = a.text
end
local function refresh_scrollbar()
if not opts.show_scrollbar then return end
ass.scrollbar = ""
local before = (view.first - 1) / #playlist
local after = (#playlist - view.last) / #playlist
-- don't show the scrollbar if everything is visible
if before + after == 0 then return end
local p = opts.scrollbar_min_size / 100
if before + after > 1 - p then
if before == 0 then
after = (1 - p)
elseif after == 0 then
before = (1 - p)
else
before, after =
before / after * (1 - p) / (1 + before / after),
after / before * (1 - p) / (1 + after / before)
end
end
local y1 = geometry.margin_y + before * (geometry.window_h - 2 * geometry.margin_y)
local y2 = geometry.window_h - (geometry.margin_y + after * (geometry.window_h - 2 * geometry.margin_y))
local x1, x2
if opts.scrollbar_side == "left" then
x1, x2 = 4, 8
else
x1, x2 = geometry.window_w - 8, geometry.window_w - 4
end
local scrollbar = assdraw.ass_new()
scrollbar:new_event()
scrollbar:append('{\\bord0}')
scrollbar:append('{\\shad0}')
scrollbar:append('{\\1c&AAAAAA&}')
scrollbar:pos(0, 0)
scrollbar:draw_start()
scrollbar:round_rect_cw(x1, y1, x2, y2, 2)
scrollbar:draw_stop()
ass.scrollbar = scrollbar.text
end
local function refresh_selection()
local selection_ass = assdraw.ass_new()
local draw_frame = function(index, color)
if index < view.first or index > view.last then return end
local i = index - view.first
local x = geometry.margin_x + (geometry.margin_x + geometry.size_x) * (i % geometry.columns)
local y = geometry.margin_y + (geometry.margin_y + geometry.size_y) * math.floor(i / geometry.columns)
selection_ass:new_event()
selection_ass:append('{\\bord5}')
selection_ass:append('{\\3c&'.. color ..'&}')
selection_ass:append('{\\1a&FF&}')
selection_ass:pos(0, 0)
selection_ass:draw_start()
selection_ass:round_rect_cw(x, y, x + geometry.size_x, y + geometry.size_y, 2)
selection_ass:draw_stop()
end
for i = view.first, view.last do
local name = playlist[i].filename
if flags[name] then
if i == selection.now then
draw_frame(i, opts.selected_flagged_frame_color)
else
draw_frame(i, opts.flagged_frame_color)
end
elseif i == selection.now then
draw_frame(i, opts.selected_frame_color)
end
end
if opts.show_filename or opts.show_title then
selection_ass:new_event()
local i = (selection.now - view.first)
local an = 5
local x = geometry.margin_x + (geometry.margin_x + geometry.size_x) * (i % geometry.columns) + geometry.size_x / 2
local y = geometry.margin_y + (geometry.margin_y + geometry.size_y) * math.floor(i / geometry.columns) + geometry.size_y + geometry.margin_y / 2
local col = i % geometry.columns
if geometry.columns > 1 then
if col == 0 then
x = x - geometry.size_x / 2
an = 4
elseif col == geometry.columns - 1 then
x = x + geometry.size_x / 2
an = 6
end
end
selection_ass:an(an)
selection_ass:pos(x, y)
selection_ass:append(string.format("{\\fs%d}", opts.text_size))
selection_ass:append("{\\bord0}")
local f
local element = playlist[selection.now]
if opts.show_title and element.title then
f = element.title
else
f = element.filename
if opts.strip_directory then
if on_windows then
f = string.match(f, "([^\\/]+)$") or f
else
f = string.match(f, "([^/]+)$") or f
end
end
if opts.strip_extension then
f = string.match(f, "(.+)%.[^.]+$") or f
end
end
selection_ass:append(f)
end
ass.selection = selection_ass.text
end
function ass_show(selection, scrollbar, placeholders)
if selection then refresh_selection() end
if scrollbar then refresh_scrollbar() end
if placeholders then refresh_placeholders() end
local merge = function(a, b)
return b ~= "" and (a .. "\n" .. b) or a
end
mp.set_osd_ass(geometry.window_w, geometry.window_h,
merge(merge(ass.selection, ass.scrollbar), ass.placeholders)
)
end
function ass_hide()
mp.set_osd_ass(1280, 720, "")
end
end
function normalize_path(path)
if string.find(path, "://") then
return path
end
path = utils.join_path(utils.getcwd(), path)
if on_windows then
path = string.gsub(path, "\\", "/")
end
path = string.gsub(path, "/%./", "/")
local n
repeat
path, n = string.gsub(path, "/[^/]*/%.%./", "/", 1)
until n == 0
return path
end
function refresh_overlays(force)
local todo = {}
overlays.missing = {}
for i = 1, 64 do
local index = view.first + i - 1
if index <= view.last then
local filename = playlist[index].filename
if force or overlays.active[i] ~= filename then
local filename_hash = string.sub(sha256(normalize_path(filename)), 1, 12)
local thumb_filename = string.format("%s_%d_%d", filename_hash, geometry.size_x, geometry.size_y)
local thumb_path = utils.join_path(opts.thumbs_dir, thumb_filename)
if file_exists(thumb_path) then
show_overlay(i, thumb_path)
overlays.active[i] = filename
else
remove_overlay(i)
overlays.missing[thumb_path] = { index = i, input = filename }
todo[#todo + 1] = { input = filename, output = thumb_path }
end
end
else
remove_overlay(i)
end
end
-- reverse iterate so that the first thumbnail is at the top of the stack
if opts.auto_generate_thumbnails and #generators >= 1 then
for i = #todo, 1, -1 do
local generator = generators[i % #generators + 1]
local t = todo[i]
mp.commandv("script-message-to", generator, "push-thumbnail-front",
mp.get_script_name(),
t.input,
tostring(geometry.size_x),
tostring(geometry.size_y),
opts.take_thumbnail_at,
t.output,
opts.generate_thumbnails_with_mpv and "true" or "false"
)
end
end
end
function show_overlay(index_1, thumb_path)
local g = geometry
local index_0 = index_1 - 1
mp.command(string.format("overlay-add %i %i %i %s 0 bgra %i %i %i;",
index_0,
g.margin_x + (g.margin_x + g.size_x) * (index_0 % g.columns),
g.margin_y + (g.margin_y + g.size_y) * math.floor(index_0 / g.columns),
thumb_path,
g.size_x, g.size_y, 4*g.size_x
))
mp.osd_message("", 0.01)
end
function remove_overlays()
for i = 1, 64 do
remove_overlay(i)
end
overlays.missing = {}
end
function remove_overlay(index_1)
if overlays.active[index_1] == "" then return end
overlays.active[index_1] = ""
mp.command("overlay-remove " .. index_1 - 1)
mp.osd_message("", 0.01)
end
function playlist_changed(key, value)
local did_change = function()
if #playlist ~= #value then return true end
for i = 1, #playlist do
if playlist[i].filename ~= value[i].filename then return true end
end
return false
end
if not did_change() then return end
if #value == 0 then
quit_gallery_view()
return
end
local sel_old_file = playlist[selection.old].filename
local sel_new_file = playlist[selection.now].filename
playlist = value
selection.old = math.max(1, math.min(selection.old, #playlist))
selection.now = math.max(1, math.min(selection.now, #playlist))
for i, f in ipairs(playlist) do
if sel_old_file == f.filename then
selection.old = i
end
if sel_new_file == f.filename then
selection.now = i
end
end
ensure_view_valid()
refresh_overlays(false)
ass_show(true, true, true)
end
function start_gallery_view()
init()
playlist = mp.get_property_native("playlist")
if #playlist == 0 then return end
mp.observe_property("playlist", "native", playlist_changed)
local ww, wh = mp.get_osd_size()
compute_geometry(ww, wh)
if geometry.rows <= 0 or geometry.columns <= 0 then return end
save_properties()
local pos = mp.get_property_number("playlist-pos-1")
if opts.resume_when_picking and pos then
resume[playlist[pos].filename] = mp.get_property_number("time-pos") or 0
end
selection.old = pos or 1
selection.now = selection.old
ensure_view_valid()
setup_ui_handlers()
refresh_overlays(true)
ass_show(true, true, true)
active = true
end
function quit_gallery_view(select)
teardown_ui_handlers()
remove_overlays()
mp.unobserve_property(playlist_changed)
ass_hide()
if select then
restore_playlist_and_select(select)
end
restore_properties()
active = false
end
function toggle_gallery()
if not active then
start_gallery_view()
else
quit_gallery_view(opts.toggle_behaves_as_accept and selection.now or selection.old)
end
end
mp.register_script_message("thumbnail-generated", function(thumbnail_path)
if not active then return end
local missing = overlays.missing[thumbnail_path]
if missing == nil then return end
show_overlay(missing.index, thumbnail_path)
overlays.active[missing.index] = missing.input
if not opts.always_show_placeholders then
ass_show(false, false, true)
end
overlays.missing[thumbnail_path] = nil
end)
mp.register_script_message("thumbnails-generator-broadcast", function(generator_name)
if #generators >= opts.max_generators then return end
for _, g in ipairs(generators) do
if generator_name == g then return end
end
generators[#generators + 1] = generator_name
end)
function write_flag_file()
if next(flags) == nil then return end
local out = io.open(opts.flagged_file_path, "w")
for f, _ in pairs(flags) do
out:write(f .. "\n")
end
out:close()
end
mp.register_event("shutdown", write_flag_file)
if opts.start_gallery_on_file_end then
mp.register_event("end-file", function()
if not active and mp.get_property_number("playlist-count") > 1 then
start_gallery_view()
end
end)
end
if opts.start_gallery_on_startup then
local autostart
autostart = function(_, v)
if v == 0 then return end
mp.unobserve_property(autostart)
start_gallery_view()
end
mp.observe_property("playlist-count", "number", autostart)
end
mp.add_key_binding("g", "gallery-view", toggle_gallery)
mp.add_key_binding(nil, "gallery-write-flag-file", write_flag_file)
|
local insert
insert = table.insert
local config_cache, configs, default_config, merge_set, set, scope_meta, config, reset, run_with_scope, get_env, get
config_cache = { }
configs = { }
default_config = {
server = "nginx",
port = "8080",
secret = "please-change-me",
session_name = "lapis_session",
code_cache = "off",
num_workers = "1",
logging = {
queries = true,
requests = true,
server = true
}
}
merge_set = function(t, k, v)
local existing = t[k]
if type(v) == "table" then
if type(existing) ~= "table" then
existing = { }
t[k] = existing
end
for sub_k, sub_v in pairs(v) do
merge_set(existing, sub_k, sub_v)
end
else
t[k] = v
end
end
set = function(conf, k, v)
if type(k) == "table" then
for sub_k, sub_v in pairs(k) do
merge_set(conf, sub_k, sub_v)
end
else
if type(v) == "function" then
return merge_set(conf, k, run_with_scope(v, { }))
else
return merge_set(conf, k, v)
end
end
end
scope_meta = {
__index = function(self, name)
local val = _G[name]
if not (val == nil) then
return val
end
do
local _exp_0 = name
if "set" == _exp_0 then
val = function(...)
return set(self._conf, ...)
end
elseif "unset" == _exp_0 then
val = function(...)
local _list_0 = {
...
}
for _index_0 = 1, #_list_0 do
local k = _list_0[_index_0]
self._conf[k] = nil
end
end
elseif "include" == _exp_0 then
val = function(fn)
return run_with_scope(fn, self._conf)
end
else
val = function(v)
return set(self._conf, name, v)
end
end
self[name] = val
return val
end
end
}
config = function(environment, fn)
if type(environment) == "table" then
for _index_0 = 1, #environment do
local env = environment[_index_0]
config(env, fn)
end
return
end
configs[environment] = configs[environment] or { }
table.insert(configs[environment], fn)
return nil
end
reset = function(env)
if env == true then
for k in pairs(configs) do
configs[k] = nil
end
for k in pairs(config_cache) do
config_cache[k] = nil
end
else
configs[env] = nil
config_cache[env] = nil
end
end
run_with_scope = function(fn, conf)
local getfenv, setfenv
do
local _obj_0 = require("lapis.util.fenv")
getfenv, setfenv = _obj_0.getfenv, _obj_0.setfenv
end
local old_env = getfenv(fn)
local env = setmetatable({
_conf = conf
}, scope_meta)
setfenv(fn, env)
fn()
setfenv(fn, old_env)
return conf
end
get_env = function()
return require("lapis.environment").default_environment()
end
do
local loaded_config = false
get = function(name)
if name == nil then
name = get_env()
end
if not (name) then
error("missing environment name")
end
if not (loaded_config) then
loaded_config = true
local success, err = pcall(function()
return require("config")
end)
if not (success or err:match("module 'config' not found")) then
error(err)
end
end
if config_cache[name] then
return config_cache[name]
end
local conf
do
local _tbl_0 = { }
for k, v in pairs(default_config) do
_tbl_0[k] = v
end
conf = _tbl_0
end
conf._name = name
do
local fns = configs[name]
if fns then
for _index_0 = 1, #fns do
local fn = fns[_index_0]
local _exp_0 = type(fn)
if "function" == _exp_0 then
run_with_scope(fn, conf)
elseif "table" == _exp_0 then
set(conf, fn)
end
end
end
end
config_cache[name] = conf
return conf
end
end
return setmetatable({
get = get,
config = config,
merge_set = merge_set,
default_config = default_config,
reset = reset
}, {
__call = function(self, ...)
return config(...)
end
})
|
--[[
abstract-to-meta – move an "abstract" section into document metadata
Copyright: © 2017–2020 Albert Krewinkel
License: MIT – see LICENSE file for details
]]
local looking_at_abstract = false
local abstract = {}
function Block (elem)
if looking_at_abstract then
abstract[#abstract + 1] = elem
return {}
end
end
function Header (elem)
if elem.level == 1 and elem.identifier == 'abstract' then
looking_at_abstract = true
return {}
else
looking_at_abstract = looking_at_abstract and elem.level ~= 1
end
end
function Meta (meta)
meta.abstract = meta.abstract or pandoc.MetaBlocks(abstract)
return meta
end
|
local test
local testModel
local sphere
local skybox
local time = 0
local testFont
local rt
local rtMat
local camera
local Camera = require "camera"
require "helpers".global()
local changeRot = 0
function _init()
testModel = Model("test.fbx")
testModel:getRootNode():setTransform(Matrix():scale(2,1,1))
sphere = Model("sphere.fbx")
camera = Camera(Vector3(-2,0,-8))
camera.angles = {0.48500002529471, 0}
skybox = Model("skybox.fbx")
skybox:getMeshes()[1]:getMaterial(1):setShaded(false)
RegisterFontFile("slkscr.ttf")
testFont = Font("Silkscreen", 18, 1, false)
local res = GetResolution()
rt = RenderTarget(2048, 2048)
rtMat = Material()
rtMat:setHandle(1, rt:getHandle())
ShowCursor(false)
SetCursorMode(CURSORMODE_CENTERED)
end
function _update(dt)
if GetKeyDown(KEY_ESCAPE) then
ExitGame()
end
if GetKeyDown(KEY_F2) then
ShowCursor(not IsCursorVisible())
SetCursorMode(1-GetCursorMode())
end
if GetKeyDown("m") then
changeRot = 1 - changeRot
end
camera:update(dt)
time = time + dt
end
function _render()
rt:bind()
CameraPerspective(62.5, 0.1, 500, true)
camera.mat:bind(VIEW)
skybox:draw(Matrix():translate(camera.pos))
withTexture(rt, function()
sphere:draw(Matrix():translate(2 +math.cos(time)*1.2,0,-4))
end)
testModel:getMeshes()[1]:setMaterial(rtMat)
sphere:getMeshes()[1]:setMaterial(rtMat)
testModel:draw()
ClearTarget()
CameraPerspective(62, 0.1, 500)
rt:bind()
CullMode(3)
EnableLighting(false)
ClearScene(20,20,69)
skybox:draw(Matrix():translate(camera.pos))
withTexture(rt, function()
sphere:draw(Matrix():translate(2 +math.cos(time)*1.2,0,-4))
end)
testModel:draw()
ClearTarget()
ClearScene(120,20,69)
skybox:draw(Matrix():translate(camera.pos))
withTexture(rt, function()
sphere:draw(Matrix():translate(2 +math.cos(time)*1.2,0,-4))
end)
testModel:draw()
end
function _render2d()
testFont:drawText(0xFFFFFFFF, "RTT test (no shaders)\nWASD to move around\nM to toggle mirror rotation", 15, 30)
end
|
--- === hs.roku ===
---
--- Stuff about the module
local USERDATA_TAG = "hs.roku"
-- local module = require(USERDATA_TAG..".internal")
local module = {}
local xml = require(USERDATA_TAG .. ".qduXML")
local basePath = package.searchpath(USERDATA_TAG, package.path)
if basePath then
basePath = basePath:match("^(.+)/init.lua$")
if require"hs.fs".attributes(basePath .. "/docs.json") then
require"hs.doc".registerJSONFile(basePath .. "/docs.json")
end
end
local inspect = require("hs.inspect")
local timer = require("hs.timer")
local socket = require("hs.socket")
local http = require("hs.http")
local fnutils = require("hs.fnutils")
local settings = require("hs.settings")
local utf8 = require("hs.utf8")
local image = require("hs.image")
local logger = require("hs.logger")
-- settings with periods in them can't be watched via KVO with hs.settings.watchKey, so
-- in general it's a good idea not to include periods
local SETTINGS_TAG = USERDATA_TAG:gsub("%.", "_")
local log = logger.new(USERDATA_TAG, settings.get(SETTINGS_TAG .. "_logLevel") or "warning")
-- private variables and methods -----------------------------------------
local flattenInspect = { newline = " ", indent = "" }
-- for timers, etc so they don't get collected
local __internals = {}
-- we want to validate at assignment and trigger updates when changed, so handle via module __index/__newindex
local __internalVariables = {}
local ssdpQuery = function(queryTime)
queryTime = queryTime or __internalVariables.ssdpQueryTime
return [[
M-SEARCH * HTTP/1.1
HOST: 239.255.255.250:1900
MAN: "ssdp:discover"
MX: ]] .. tostring(queryTime) .. "\n" .. [[
ST: "roku:ecp"
USER-AGENT: Hammerspoon/]] .. hs.processInfo.version .. [[ UPnP/1.1 SSDPDiscover/0.0
]]
end
-- discovered roku devices
local __devices = setmetatable({}, {
__index = function(self, key) end,
__newindex = function(self, key, value) end,
__tostring = function(self)
local result = ""
for k, v in pairs(self) do
result = result .. k .. "\t" .. inspect(v, { newline = " ", indent = "", depth = 1 }) .. "\n"
end
return result
end,
})
local addDeviceHelper = function(host, port, s, b, h)
if s == 200 then
local data, msg = pcall(xml.parseXML, b)
if not data then return nil, string.format("invalid xml data: %s", msg) end
data = msg
local serialNumber = data("serial-number")[1]:value()
if not serialNumber then return nil, string.format("unable to determine serial number from %s", b) end
if not __devices[serialNumber] then -- if it already exists, don't replace it
rawset(__devices, serialNumber, {})
end
local entry = __devices[serialNumber]
entry.host = host
entry.port = port
entry.alive = true
entry.name = xml.entityValue(data("user-device-name"), 1) or
xml.entityValue(data("friendly-device-name"), 1) or
xml.entityValue(data("friendly-model-name"), 1) or
xml.entityValue(data("default-device-name"), 1) or
serialNumber
entry.isTV = tostring(xml.entityValue(data("is-tv"), 1)):upper() == "TRUE"
entry.supportsFindRemote = tostring(xml.entityValue(data("supports-find-remote"), 1)):upper() == "TRUE"
entry.supportsHeadphones = tostring(xml.entityValue(data("supports-private-listening"), 1)):upper() == "TRUE"
return serialNumber
end
return nil, string.format("Unable to reach Roku device at %s -- %d -- %s -- %s", host, s, b, inspect(h, flattenInspect))
end
local deviceMetatable = {
name = function(self) return __devices[self[1]].name end,
host = function(self) return __devices[self[1]].host end,
port = function(self) return __devices[self[1]].port end,
sn = function(self) return self[1] end,
url = function(self, query)
query = query or ""
return "http://" .. self:host() .. ":" .. self:port() .. "/" .. query:match("^/?(.*)$")
end,
-- devInfo = function(self, root)
-- local s, b, h = http.get(self:url(root and "/" or "/query/device-info"), {})
-- if s == 200 then
-- return xml.parseXML(b)
-- else
-- log.ef("http query error -- %d -- %s -- %s", s, b, inspect(h, flattenInspect))
-- return xml.parseXML([[<error status="]] .. tostring(s) .. [[">]] .. b .. [[</error>]])
-- end
-- end,
devInfo = function(self, root)
local s, b, h = http.get(self:url(root and "/" or "/query/device-info"), {})
if s == 200 then
local state, bXML = pcall(xml.parseXML, b)
if state then
return setmetatable(bXML:asTable()[root and "root" or "device-info"], { __tostring = inspect })
else
return nil, bXML
end
else
return nil, string.format("http query error -- %d -- %s -- %s", s, b, inspect(h, flattenInspect))
end
end,
headphonesConnected = function(self)
local info, msg = self:devInfo()
if info then
return info["headphones-connected"]:upper() == "TRUE"
else
return nil, msg
end
end,
powerIsOn = function(self)
local info, msg = self:devInfo()
if info then
return info["power-mode"] == "PowerOn"
else
return nil, msg
end
end,
isTV = function(self) return __devices[self[1]].isTV end,
supportsFindRemote = function(self) return __devices[self[1]].supportsFindRemote end,
supportsHeadphones = function(self) return __devices[self[1]].supportsHeadphones end,
remoteButtons = function(self)
local buttonArray = {
"Home",
"Rev",
"Fwd",
"Play",
"Select",
"Left",
"Right",
"Down",
"Up",
"Back",
"InstantReplay",
"Info",
"Backspace",
"Search",
"Enter",
"A",
"B",
}
if self:supportsFindRemote() then
table.insert(buttonArray, "FindRemote")
end
if self:isTV() then
table.insert(buttonArray, "ChannelUp")
table.insert(buttonArray, "ChannelDown")
table.insert(buttonArray, "VolumeDown")
table.insert(buttonArray, "VolumeMute")
table.insert(buttonArray, "VolumeUp")
table.insert(buttonArray, "InputTuner")
table.insert(buttonArray, "InputHDMI1")
table.insert(buttonArray, "InputHDMI2")
table.insert(buttonArray, "InputHDMI3")
table.insert(buttonArray, "InputHDMI4")
table.insert(buttonArray, "InputAV1")
-- ECP docs only mention "PowerOff", but a little googling found forum posts mentioning "PowerOn"
-- and "Power", so, maybe new additions? At any rate, it works for the one TV I have sporadic access to
table.insert(buttonArray, "PowerOff")
table.insert(buttonArray, "PowerOn")
table.insert(buttonArray, "Power")
end
if self:supportsHeadphones() then
if not fnutils.contains(buttonArray, "VolumeDown") then
table.insert(buttonArray, "VolumeDown")
end
if not fnutils.contains(buttonArray, "VolumeUp") then
table.insert(buttonArray, "VolumeUp")
end
end
return setmetatable(buttonArray, {
__tostring = function(self)
local results = ""
for _,v in ipairs(buttonArray) do
results = results .. v .. "\n"
end
return results
end
})
end,
remote = function(self, button, state, skipCheck)
local action = (type(state) == "nil" and "keypress") or (state and "keydown" or "keyup")
button = tostring(button)
local availableButtons = self:remoteButtons()
if not skipCheck then
button = button:upper()
local idx = 0
for i,v in ipairs(availableButtons) do
if v:upper() == button then
idx = i
break
end
end
if idx > 0 then
button = availableButtons[idx]
else
error("invalid button specified: " .. button .. " not recognized")
end
end
http.asyncPost(
"http://" .. self:host() .. ":" .. self:port() .. "/" .. action .. "/" .. tostring(button),
"",
{},
function(s, b, h)
if s ~= 200 and s ~= 202 then -- 202 indicates it has been accepted but not processed yet
-- skip it if it's volume related and the headphones aren't attached
if not (button:match("^Volume") and not self:headphonesConnected()) then
log.ef("remote button error: %d -- %s -- %s", s, b, inspect(h, flattenInspect))
end
end
end)
return self
end,
type = function(self, what)
if type(what) ~= "nil" then
what = utf8.fixUTF8(tostring(what))
for c in what:gmatch(utf8.charpattern) do
local literal = ""
for _, v in ipairs({ string.byte(c, 1, #c) }) do
literal = literal .. string.format("%%%02X", v)
end
self:remote("Lit_" .. literal, nil, true)
end
end
return self
end,
availableApps = function(self, withImages)
local results = {}
local s, b, h = http.get(self:url("/query/apps"), {})
if s == 200 then
for _, v in ipairs(xml.parseXML(b)("app")) do
local id = v.id
local thisApp = { v:value(), {} }
for k, v2 in pairs(v) do
thisApp[2][k] = v2
end
if withImages then
thisApp[2]["image"] = image.imageFromURL(self:url("/query/icon/") .. tostring(id))
end
table.insert(results, thisApp)
end
table.sort(results, function(a, b) return a[1]:upper() < b[1]:upper() end)
else
log.ef("availableApps error: %d -- %s -- %s", s, b, inspect(h, flattenInspect))
end
return setmetatable(results, {
__tostring = function(self)
local results = ""
local col = 0
for _, v in ipairs(self) do col = math.max(col, #v[1]) end
for _, v in ipairs(self) do
results = results .. string.format("%-" .. tostring(col) .. "s (%s)\n", v[1], v[2].id)
end
return results
end,
})
end,
deviceImage = function(self)
local info, msg = self:devInfo(true)
if info then
-- build in a way that doesn't break if somethings missing
local imgURL = info["device"]
imgURL = imgURL and imgURL["iconList"]
imgURL = imgURL and imgURL["icon"]
imgURL = imgURL and imgURL["url"]
if imgURL then
return image.imageFromURL(self:url("/" .. imgURL))
else
return nil, "no image url provided by device"
end
else
return nil, msg
end
end,
currentApp = function(self)
local result
local s, b, h = http.get(self:url("/query/active-app"), {})
if s == 200 then
result = xml.parseXML(b)("app")[1]:value()
else
log.ef("currentApp error: %d -- %s -- %s", s, b, inspect(h, flattenInspect))
end
return result
end,
currentAppID = function(self)
local result
local s, b, h = http.get(self:url("/query/active-app"), {})
if s == 200 then
result = xml.parseXML(b)("app")[1].id
else
log.ef("currentApp error: %d -- %s -- %s", s, b, inspect(h, flattenInspect))
end
return result
end,
currentAppIcon = function(self)
local result
local s, b, h = http.get(self:url("/query/active-app"), {})
if s == 200 then
local id = xml.parseXML(b)("app")[1].id
if id then
result = image.imageFromURL(self:url("/query/icon/") .. id)
end
else
log.ef("currentAppIcon error: %d -- %s -- %s", s, b, inspect(h, flattenInspect))
end
return result
end,
launch = function(self, id, allowInstall)
local apps = self:availableApps()
local isLaunch = false
id = tostring(id)
for _,v in ipairs(apps) do
if id == v[1] or id == v[2].id then
id = v[2].id
isLaunch = true
break
end
end
if isLaunch then
http.asyncPost(
"http://" .. self:host() .. ":" .. self:port() .. "/launch/" .. id,
"",
{},
function(s, b, h)
if s ~= 200 and s ~= 202 then -- 202 indicates it has been accepted but not processed yet
log.ef("launch error: %d -- %s -- %s", s, b, inspect(h, flattenInspect))
end
end
)
elseif allowInstall then
http.asyncPost(
"http://" .. self:host() .. ":" .. self:port() .. "/install/" .. id,
"",
{},
function(s, b, h)
if s ~= 200 and s ~= 202 then -- 202 indicates it has been accepted but not processed yet
log.ef("install error: %d -- %s -- %s", s, b, inspect(h, flattenInspect))
end
end
)
else
log.wf("id %s not recognized for launch and allowInstall flag not set", id)
end
return self
end,
__name = USERDATA_TAG,
__tostring = function(self) return USERDATA_TAG .. ": " .. self:sn() end,
__eq = function(a, b) return a.__name == USERDATA_TAG and b.__name == USERDATA_TAG and a:sn() == b:sn() end,
}
deviceMetatable.__index = deviceMetatable
-- Public interface ------------------------------------------------------
--- hs.roku.ssdpQueryTime
--- Variable
--- Specifies the number of seconds, default 5, the SSDP query for Roku devices on the local network remains active. Must be an integer > 0.
---
--- This is the number of seconds the SSDP query will remain active when [hs.roku.startDiscovery](#startDiscovery) is invoked or when rediscovery occurs (see [hs.roku.rediscoveryInterval](#rediscoveryInterval)).
---
--- Changing this variable will not trigger a rediscovery, but the new value will be used the next time rediscovery occurs.
__internalVariables.ssdpQueryTime = 10
--- hs.roku.rediscoveryInterval
--- Variable
--- Specifies the number of seconds, default 3600 (1 hour), between automatic discovery checks to determine if new Roku devices have been added to the network or removed from it. Must be an integer > [hs.roku.ssdpQueryTime](#ssdpQueryTime).
---
--- Automatic discovery checks are enabled when [hs.roku.startDiscovery](#startDiscovery) is invoked. Changing this value after `startDiscovery` has been invoked will cause an immediate discovery process and future discovery process will occur as specified by the new interval.
__internalVariables.rediscoveryInterval = 3600
module.startDiscovery = function()
if not __internals.rediscoveryCheck then
local rediscoveryFunction
rediscoveryFunction = function()
if not __internals.ssdpDiscovery then
__internals.seenDevices = {}
__internals.ssdpDiscovery = socket.udp.server(1900, function(data, addr)
local status, headerTxt = data:match("^(HTTP/[%d%.]+ 200 OK)[\r\n]+(.*)$")
if status then
local headers = {}
for _,v in pairs(fnutils.split(headerTxt, "[\r\n]+")) do
if v ~= "" then
local key, value = v:match("^([^:]+): ?(.*)$")
-- print("'" .. v .. "'", "'" .. tostring(key) .. "'", "'" .. tostring(value) .. "'")
key = key:upper() -- spec says key should be case insensitive
headers[key] = value
end
end
if headers["USN"] and headers["USN"]:match("^uuid:roku:ecp:") then
local serial = headers["USN"]:match("^uuid:roku:ecp:(.*)$")
local host, port = headers["LOCATION"]:match("^http://([%d%.]+):(%d+)/$")
-- if a udp response is queued but clearQueryTimer callback is queued first
-- seenDevices may disappear... its ok to add the Device and skip seenDevices
-- since it's for clearing out things we *no longer* see..
if __internals.seenDevices then
table.insert(__internals.seenDevices, serial)
end
-- add device to discovered list
local url = "http://" .. host .. ":" .. tostring(port) .. "/query/device-info"
http.asyncGet(url, {}, function(s, b, h)
local sn, msg = addDeviceHelper(host, port, s, b, h)
if sn then
__devices[sn].ssdpDiscovery = headers
else
log.ef(msg)
end
end)
end
end
end):receive()
__internals.ssdpDiscovery:send(ssdpQuery(), "239.255.255.250", 1900) -- multicast udp ssdp m-search
__internals.clearQueryTimer = timer.doAfter(__internalVariables.ssdpQueryTime, function()
if __internals.clearQueryTimer then
__internals.clearQueryTimer:stop()
__internals.clearQueryTimer = nil
end
if __internals.ssdpDiscovery then
__internals.ssdpDiscovery:close()
__internals.ssdpDiscovery = nil
-- purge devices that have disappeared from the network
if __internals.seenDevices then
for k,v in pairs(__devices) do
if not fnutils.contains(__internals.seenDevices, k) then
v.alive = false
-- rawset(__devices, k, nil)
end
end
__internals.seenDevices = nil
end
end
end)
end
-- probably overkill, but lets be explicit
if __internals.rediscoveryCheck then
__internals.rediscoveryCheck:stop()
__internals.rediscoveryCheck = nil
end
__internals.rediscoveryCheck = timer.doAfter(__internalVariables.rediscoveryInterval, rediscoveryFunction)
end
rediscoveryFunction()
end
end
module.triggerRediscovery = function()
if __internals.rediscoveryCheck then
__internals.rediscoveryCheck:fire()
return true
else
return false
end
end
module.stopDiscovery = function()
if __internals.rediscoveryCheck then
__internals.rediscoveryCheck:stop()
__internals.rediscoveryCheck = nil
end
if __internals.clearQueryTimer then
__internals.clearQueryTimer:stop()
__internals.clearQueryTimer = nil
end
if __internals.ssdpDiscovery then
__internals.ssdpDiscovery:close()
__internals.ssdpDiscovery = nil
__internals.seenDevices = nil
end
end
module.discoveredDevices = function()
local results = {}
for k, v in pairs(__devices) do
if v.alive then results[k] = module.device(k) end
end
return setmetatable(results, {
__tostring = function(self)
local items = {}
for k,v in pairs(self) do
local item = __devices[k]
table.insert(items, { item.name, k, item.host .. ":" .. tostring(item.port) })
end
table.sort(items, function(a, b) return a[1] < b[1] end)
local col1, col2, col3 = 0, 0, 0
for _, v in ipairs(items) do
col1 = math.max(col1, #v[1])
col2 = math.max(col2, #v[2])
col3 = math.max(col2, #v[3])
end
local result = ""
for _, v in ipairs(items) do
result = result .. string.format("%-" .. tostring(col1) .. "s (%" ..tostring(col2) .. "s) @ %" .. tostring(col3) .. "s\n", v[1], v[2], v[3])
end
return result
end
})
end
module.device = function(id)
local deviceSN, devObject
for k, v in pairs(__devices) do
if id == k or id == v.name or id == v.host or id == (v.host .. ":" .. tostring(v.port)) then
deviceSN = k
break
end
end
if deviceSN then devObject = setmetatable({ deviceSN }, deviceMetatable) end
return devObject
end
module.addDevice = function(host, port)
port = tonumber(port) or 8060
local url = "http://" .. host .. ":" .. tostring(port) .. "/query/device-info"
local s, b, h = http.get(url, {})
local sn, msg = addDeviceHelper(host, port, s, b, h)
if sn then
return module.device(sn)
else
return nil, msg
end
end
-- Return Module Object --------------------------------------------------
return setmetatable(module, {
__index = function(self, key)
return __internalVariables[key]
end,
__newindex = function(self, key, value)
local errMsg = nil
if key == "ssdpQueryTime" then
if type(value) == "number" and math.type(value) == "integer" and value > 0 then
__internalVariables[key] = value
else
errMsg = USERDATA_TAG .. ".ssdpQueryTime must be an integer > 0"
end
elseif key == "rediscoveryInterval" then
if type(value) == "number" and math.type(value) == "integer" and value > __internalVariables["ssdpQueryTime"] then
__internalVariables[key] = value
if __internals.rediscoveryCheck then
__internals.rediscoveryCheck:fire()
end
else
errMsg = USERDATA_TAG .. ".rediscoveryInterval must be an integer > " .. USERDATA_TAG .. ".ssdpQueryTime"
end
else
errMsg = tostring(key) .. " is not a recognized paramter of " .. USERDATA_TAG
end
if errMsg then error(errMsg, 2) end
end,
__gc = module.stopDiscovery,
-- for debugging purposes; users should never need to see these directly
__internals = __internals,
__internalVariables = __internalVariables,
__devices = __devices,
xml = xml,
})
|
local Shape = Shape
local M_PI = math.pi
local sqrt = math.sqrt
local s = DisplayShape.new(stage:getSize())
:setLineWidth(30.0)
:setLineCap("butt")
:moveTo(64.0, 50.0)
:lineTo(64.0, 200.0)
:stroke()
:setLineCap("round")
:moveTo(128.0, 50.0)
:lineTo(128.0, 200.0)
:stroke()
:setLineCap("square")
:moveTo(192.0, 50.0)
:lineTo(192.0, 200.0)
:stroke()
:setSourceColor(1, 0.2, 0.2)
:setLineWidth(2.56)
:moveTo(64.0, 50.0)
:lineTo(64.0, 200.0)
:moveTo(128.0, 50.0)
:lineTo(128.0, 200.0)
:moveTo(192.0, 50.0)
:lineTo(192.0, 200.0)
:stroke()
stage:addChild(s)
|
object_tangible_quest_quest_start_ep3_hunt_loot_greyclimber_eye = object_tangible_quest_quest_start_shared_ep3_hunt_loot_greyclimber_eye:new {
}
ObjectTemplates:addTemplate(object_tangible_quest_quest_start_ep3_hunt_loot_greyclimber_eye, "object/tangible/quest/quest_start/ep3_hunt_loot_greyclimber_eye.iff")
|
function AIZSurvivorsInit()
if isModEnabled("Survivors") and RPresetSpawns ~= nil and blAIZSurivors then
print("AIZEnhanced: Found Survivors Mod.");
InitPresetSpawns(); --ensure this is called, if not already, (from Survivors Mod)
else
print("AIZEnhanced: Did Not Find Survivors Mod.");
return;
end
PSID=0;
PresetSpawns = {};
-- set ChanceToSpawn from 1 to 100, nil assumes 100
--AIZ Edited Spawns
--WESTPOINT BEGIN
PresetSpawns[getPSID()] = {ShowName = true, Name = "Prison Guard", X = 11899, Y = 6937, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Standing Ground", isHostile = true};
PresetSpawns[getPSID()] = {Greeting = "YOU WANT SOME?! I\'LL TAKE YOU ALL DOWN!",ShowName = true, Name = "Prison Guard", X = 11900, Y = 6937, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Standing Ground", isHostile = true};
PresetSpawns[getPSID()] = {ChanceToSpawn=75, ShowName = true, Name = "Prison Guard", X = 11901, Y = 6937, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Standing Ground", isHostile = true};
PresetSpawns[getPSID()] = {ShowName = true, Name = "Gun Shop Owner", X = 12066, Y = 6759, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Patrol", isHostile = true, Patrolling=true, PX=0,PY=3};
PresetSpawns[getPSID()] = {ShowName = true, Name = "Gun Shop Owner", X = 12067, Y = 6759, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Patrol", isHostile = true, Patrolling=true, PX=0,PY=3};
PresetSpawns[getPSID()] = {Greeting = "YOU BETTER GET OUTTA HERE!",ShowName = true, Name = "Gun Shop Owner", X = 12068, Y = 6759, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Patrol", isHostile = true, Patrolling=true, PX=0,PY=3};
PresetSpawns[getPSID()] = {Greeting = "Pastor Bob was right, all us sinners are having to pay!",ShowName = true, Name = "Giga Shop Owner", X = 12033, Y = 6849, Z = 1 , Weapon = "Base.Screwdriver",hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "Great to see a friendly face. Take what you need",ShowName = true, Name = "Giga Shop Owner", X = 12033, Y = 6850, Z = 1 , Weapon = "Base.Screwdriver",hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "Thought you were Bob. Hope he is ok. Anyways, make yourself at home and I\'ll pour you a stiff one. Ya probably need it",ShowName = true, Name = "Twiggys Shop Owner", X = 12063, Y = 6798, Z = 0 , Weapon = "Base.Hammer",hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "Its like the end of the world out there! That military blockade made matters worse, kept the infected in town. Bastards!",ShowName = true, Name = "Twiggys Shop Owner", X = 12062, Y = 6797, Z = 0 , Weapon = "Base.Hammer",hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "Bonjour! Rooms are now free. Do you have somewhere better to stay?",ShowName = true, Name = "Hotel Manager", X = 12009, Y = 6919, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {ShowName = true, Name = "Thug", X = 12310, Y = 6729, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Patrol", isHostile = true, Patrolling=true, PX=0,PY=-5};
PresetSpawns[getPSID()] = {ShowName = true, Name = "Thug", X = 12313, Y = 6729, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Patrol", isHostile = true, Patrolling=true, PX=0,PY=-5};
PresetSpawns[getPSID()] = {ShowName = true, Name = "Thug", X = 12316, Y = 6729, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Patrol", isHostile = true, Patrolling=true, PX=0,PY=-5};
PresetSpawns[getPSID()] = {ShowName = true, Name = "Principal", X = 11327, Y = 6765, Z = 1 , Weapon = "Base.Plank",hasOrder = true, Orders = "Patrol", isHostile = false, Patrolling=true, PX=2,PY=0};
PresetSpawns[getPSID()] = {ShowName = true, Name = "A Savior", X = 12132, Y = 7085, Z = 1 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Explore", isHostile = true, Patrolling=true, PX=10,PY=10};
PresetSpawns[getPSID()] = {ShowName = true, Name = "A Savior", X = 12133, Y = 7084, Z = 1 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Explore", isHostile = true, Patrolling=true, PX=20,PY=0};
PresetSpawns[getPSID()] = {ShowName = true, Name = "A Savior", X = 12130, Y = 7083, Z = 1 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Explore", isHostile = true, Patrolling=true, PX=-3,PY=15};
PresetSpawns[getPSID()] = {Greeting = "Hi, I\'m Negan",PerkName = "Blunt",PerkLevel = 10,isFemale = false, ShowName = true, Name = "I\'m Negan", X = 12131, Y = 7084, Z = 1 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Guard", isHostile = true};
PresetSpawns[getPSID()] = {ShowName = true, Name = "A Savior", X = 12138, Y = 7098, Z = 1 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Explore", isHostile = true, Patrolling=true, PX=10,PY=10};
PresetSpawns[getPSID()] = {ShowName = true, Name = "A Savior", X = 12146, Y = 7098, Z = 1 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Explore", isHostile = true, Patrolling=true, PX=20,PY=0};
PresetSpawns[getPSID()] = {ShowName = true, Name = "A Savior", X = 12134, Y = 7099, Z = 1 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Explore", isHostile = true, Patrolling=true, PX=-3,PY=15};
PresetSpawns[getPSID()] = {PerkName = "Aiming",PerkLevel = 4,Greeting = "Hey Milton, fellow survivors are here! Perhaps they can save us from The Wolves!",isFemale = true, ShowName = true, Name = "Andrea ", X = 12064, Y = 6922, Z = 0 , Weapon = "Base.Shovel",hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "Okay Andrea. There\'s no such thing as a free lunch... but it might be our only option! LETS GET OUT OF HERE!",isFemale = false, ShowName = true, Name = "Milton", X = 12064, Y = 6924, Z = 0 , Weapon = "Base.Shovel",hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = 'Kill them!',ShowName = true, Name = "Wolves Member", X = 12056, Y = 6931, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Standing Ground", isHostile = true, Patrolling=true, PX=10,PY=10};
PresetSpawns[getPSID()] = {Greeting = "You\'re going to die!",ShowName = true, Name = "Wolves Member", X = 12057, Y = 6936, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Standing Ground", isHostile = true, Patrolling=true, PX=20,PY=0};
PresetSpawns[getPSID()] = {Greeting = 'HAHAHAHAHAHAHA!',ShowName = true, Name = "Wolves Member", X = 12057, Y = 6941, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Standing Ground", isHostile = true, Patrolling=true, PX=-3,PY=15};
PresetSpawns[getPSID()] = {Greeting = 'No one leaves alive!',ShowName = true, Name = "Wolves Member", X = 12056, Y = 6946, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Standing Ground", isHostile = true};
PresetSpawns[getPSID()] = {Greeting = 'Die!!',ShowName = true, Name = "Wolves Member", X = 12093, Y = 6934, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Standing Ground", isHostile = true, Patrolling=true, PX=-3,PY=15};
PresetSpawns[getPSID()] = {Greeting = 'You are all dead!',ShowName = true, Name = "Wolves Member", X = 12093, Y = 6938, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Standing Ground", isHostile = true};
PresetSpawns[getPSID()] = {Greeting = "I am going to have kill you. All of you. Including the children",PerkName = "Aiming",PerkLevel = 5,isFemale = false, ShowName = true, Name = "Owen, Wolves Leader", X = 12096, Y = 6939, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Standing Ground", isHostile = true};
PresetSpawns[getPSID()] = {ShowName = true, Name = "Rescue Party", NoParty = true, X = 12070, Y = 6939, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Patrol", isHostile = false, Patrolling=true, PX=0,PY=-10};
PresetSpawns[getPSID()] = {ShowName = true, Name = "Rescue Party", NoParty = true, X = 12075, Y = 6939, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Patrol", isHostile = false, Patrolling=true, PX=0,PY=-10};
PresetSpawns[getPSID()] = {ShowName = true, Name = "Rescue Party", NoParty = true, X = 12080, Y = 6939, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Patrol", isHostile = false, Patrolling=true, PX=0,PY=-10};
PresetSpawns[getPSID()] = {ShowName = true, Name = "Rescue Party", NoParty = true, X = 12085, Y = 6939, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Patrol", isHostile = false, Patrolling=true, PX=0,PY=-10};
PresetSpawns[getPSID()] = {PerkName = "Aiming",PerkLevel = 2, NoParty = true, ShowName = true, Name = "Survivor Camp Guard", X = 11708, Y = 7938, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Guard", isHostile = false};
PresetSpawns[getPSID()] = {PerkName = "Aiming",PerkLevel = 2, NoParty = true, ShowName = true, Name = "Survivor Camp Guard", X = 11711, Y = 7941, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Guard", isHostile = false};
PresetSpawns[getPSID()] = {PerkName = "Aiming",PerkLevel = 2, NoParty = true, ShowName = true, Name = "Survivor Camp Guard", X = 11711, Y = 7944, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Guard", isHostile = false};
PresetSpawns[getPSID()] = {PerkName = "Aiming",PerkLevel = 2, NoParty = true, ShowName = true, Name = "Survivor Camp Guard", X = 11708, Y = 7946, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Guard", isHostile = false};
PresetSpawns[getPSID()] = {NoParty = true, ShowName = true, Name = "Survivor Camp Member", X = 11722, Y = 7924, Z = 0 , Weapon = "Base.BaseballBat",hasOrder = true, Orders = "Patrol", isHostile = false, Patrolling=true, PX=13,PY=-28};
PresetSpawns[getPSID()] = {NoParty = true, ShowName = true, Name = "Survivor Camp Member", X = 11735, Y = 7922, Z = 0 , Weapon = "Base.Axe",hasOrder = true, Orders = "Patrol", isHostile = false, Patrolling=true, PX=-19,PY=34};
PresetSpawns[getPSID()] = {NoParty = true, ShowName = true, Name = "Survivor Camp Member", X = 11715, Y = 7931, Z = 0 , Weapon = "Base.HuntingKnife",hasOrder = true, Orders = "Patrol", isHostile = false, Patrolling=true, PX=-15,PY=23};
PresetSpawns[getPSID()] = {NoParty = true, ShowName = true, Name = "Survivor Camp Member", X = 11735, Y = 7952, Z = 0 , Weapon = "Base.HuntingKnife",hasOrder = true, Orders = "Patrol", isHostile = false, Patrolling=true, PX=-21,PY=-23};
PresetSpawns[getPSID()] = {NoParty = true, ShowName = true, Name = "Survivor Camp Member", X = 11730, Y = 7942, Z = 0 , Weapon = "Base.BaseballBat",hasOrder = true, Orders = "Guard", isHostile = false};
PresetSpawns[getPSID()] = {NoParty = true, ShowName = true, Name = "Survivor Camp Member", X = 11726, Y = 7939, Z = 0 , Weapon = "Base.HuntingKnife",hasOrder = true, Orders = "Guard", isHostile = false};
PresetSpawns[getPSID()] = {NoParty = true, ShowName = true, Name = "Survivor Camp Member", X = 11737, Y = 7942, Z = 0 , Weapon = "Base.Axe",hasOrder = true, Orders = "Guard", isHostile = false};
PresetSpawns[getPSID()] = {NoParty = true, ShowName = true, Name = "Survivor Camp Member", X = 11741, Y = 7936, Z = 0 , Weapon = "Base.BaseballBat",hasOrder = true, Orders = "Patrol", isHostile = false, Patrolling=true, PX=-13,PY=16};
PresetSpawns[getPSID()] = {NoParty = true, ShowName = true, Name = "Survivor Camp Guard", X = 11711, Y = 7943, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Guard", isHostile = false};
PresetSpawns[getPSID()] = {NoParty = true, Greeting = "Welcome! We saw something like this coming a long time ago, and set up this here woodland stronghold",ShowName = true, Name = "Survivor Camp Leader", X = 11729, Y = 7935, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Guard", isHostile = false};
PresetSpawns[getPSID()] = {ShowName = true, Name = "Gang Member", X = 11373, Y = 7034, Z = 0 , Weapon = "Base.HuntingKnife",hasOrder = true, Orders = "Guard", isHostile = true};
PresetSpawns[getPSID()] = {ShowName = true, Name = "Gang Member", X = 11370, Y = 7036, Z = 0 , Weapon = "Base.HuntingKnife",hasOrder = true, Orders = "Guard", isHostile = true};
PresetSpawns[getPSID()] = {ShowName = true, Name = "Gang Member", X = 11374, Y = 7027, Z = 0 , Weapon = "Base.HuntingKnife",hasOrder = true, Orders = "Guard", isHostile = true};
PresetSpawns[getPSID()] = {ShowName = true, Name = "Gang Member", X = 11364, Y = 7024, Z = 0 , Weapon = "Base.HuntingKnife",hasOrder = true, Orders = "Guard", isHostile = true};
PresetSpawns[getPSID()] = {ShowName = true, Name = "Gang Member", X = 11365, Y = 7032, Z = 0 , Weapon = "Base.HuntingKnife",hasOrder = true, Orders = "Guard", isHostile = true};
PresetSpawns[getPSID()] = {Greeting = "Look man, it\'s nothing personal!",ShowName = true, Name = "Gang Leader", X = 11367, Y = 7024, Z = 0 , Weapon = "Base.Sledgehammer",hasOrder = true, Orders = "Guard", isHostile = true};
PresetSpawns[getPSID()] = {Greeting = "How did you get past the traps? You\'ll be sorry for trespassing around here!",PerkName = "Aiming",PerkLevel = 5,ShowName = true, Name = "Hunter", X = 11827, Y = 6574, Z = 0 , Weapon = getWeapon("Base.HuntingRifle"),hasOrder = true, Orders = "Standing Ground", isHostile = true};
PresetSpawns[getPSID()] = {ShowName = true, Name = "Loslokos Gang Member", X = 11660, Y = 7039, Z = 0 , Weapon = "Base.HuntingKnife",hasOrder = true, Orders = "Guard", isHostile = true};
PresetSpawns[getPSID()] = {ShowName = true, Name = "Loslokos Gang Member", X = 11660, Y = 7041, Z = 0 , Weapon = "Base.HuntingKnife",hasOrder = true, Orders = "Guard", isHostile = true};
PresetSpawns[getPSID()] = {ShowName = true, Name = "Loslokos Gang Member", X = 11660, Y = 7040, Z = 0 , Weapon = "Base.HuntingKnife",hasOrder = true, Orders = "Guard", isHostile = true};
PresetSpawns[getPSID()] = {ShowName = true, Name = "Loslokos Gang Member", X = 11659, Y = 7039, Z = 0 , Weapon = "Base.HuntingKnife",hasOrder = true, Orders = "Guard", isHostile = true};
PresetSpawns[getPSID()] = {ShowName = true, Name = "Loslokos Gang Member", X = 11659, Y = 7041, Z = 0 , Weapon = "Base.HuntingKnife",hasOrder = true, Orders = "Guard", isHostile = true};
PresetSpawns[getPSID()] = {Greeting = "Amigo. We will be taking all your stuff. Gracias",ShowName = true, Name = "Loslokos Gang Leader", X = 11659, Y = 7040, Z = 0 , Weapon = "Base.Sledgehammer",hasOrder = true, Orders = "Guard", isHostile = true};
PresetSpawns[getPSID()] = {Greeting = "GET OUT OF HERE ASSHOLES!!",ShowName = true, Name = "Gas Station Owner", X = 12070, Y = 7140, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Standing Ground", isHostile = true};
PresetSpawns[getPSID()] = {Greeting = "Shit, she is not anwering her phone...",PerkName = "Blunt",PerkLevel = 5,ShowName = true, Name = "Mechanic", X = 11894, Y = 6804, Z = 0 , Weapon = "Base.Screwdriver",hasOrder = true, Orders = "Patrol", isHostile = false, Patrolling=true, PX=10,PY=0};
PresetSpawns[getPSID()] = {Greeting = "Take what you need. Just dont kill me!",ShowName = true, Name = "Pharmacist", X = 11939, Y = 6798, Z = 0 , Weapon = "Base.HuntingKnife",hasOrder = true, Orders = "Explore", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "I\'m okay. I\'m okay. I\'m in control. It\'s fine, it\'s okay. Maybe I could use a little help here",ShowName = true, Name = "Mayor", X = 11954, Y = 6879, Z = 1 , Weapon = "Base.HuntingKnife",hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "Man, I don\'t get paid nearly enough for this gig",PerkName = "Aiming",PerkLevel = 5, ShowName = true, Name = "Body Guard", X = 11955, Y = 6879, Z = 1 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Guard", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "You can take what you want, but take me with you! Any place is safer than here",ShowName = true, Name = "Shop Owner", X = 11905, Y = 6852, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "Praise God! Hallelujah!",isFemale = false, ShowName = true, Name = "Pastor Bob", X = 11973, Y = 6990, Z = 0 , Weapon = "Base.Plank",hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "Please help us!",ShowName = true, Name = "Teacher", X = 11306, Y = 6785, Z = 1 , Weapon = "Base.Plank",hasOrder = true, Orders = "Patrol", isHostile = false, Patrolling=true, PX=10,PY=0};
PresetSpawns[getPSID()] = {Greeting = "Are you friendly?",ShowName = true, Name = "Teacher", X = 11345, Y = 6785, Z = 1 , Weapon = "Base.Plank",hasOrder = true, Orders = "Patrol", isHostile = false, Patrolling=true, PX=2,PY=0};
PresetSpawns[getPSID()] = {Greeting = "He has sent me a miracle. Amen!",isFemale = false, ShowName = true, Name = "Pastor Aaron", X = 11096, Y = 6710, Z = 0 , Weapon = "Base.Plank",hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "You\'re the one stealing my crops? I\'m sure it was no damn zombie. These city folk don\'t know how to fend for themselves. We can work together here",isFemale = false, ShowName = true, Name = "Farmer John", X = 11138, Y = 6858, Z = 0 , Weapon = "Base.Plank",hasOrder = true, Orders = "Patrol", isHostile = false, Patrolling=true, PX=0,PY=-4};
PresetSpawns[getPSID()] = {PerkName = "Aiming",PerkLevel = 5,Greeting = "Did you have to sneak up on me?",ShowName = true, Name = "Sam", X = 11991, Y = 6945, Z = 2 , Weapon = getWeapon("Base.HuntingRifle"),hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "As you can tell, I\'m an axe man",PerkName = "Axe",PerkLevel = 5,ShowName = true, Name = "Lumberjack", X = 12064, Y = 7213, Z = 0 , Weapon = "Base.Axe",hasOrder = true, Orders = "Chop Wood", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "Shoot, you scared me, thought you were one of those damn zombies",PerkName = "Axe",PerkLevel = 5,ShowName = true, Name = "Lumberjack", X = 12070, Y = 7213, Z = 0 , Weapon = "Base.Axe",hasOrder = true, Orders = "Chop Wood", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "Could have been the Russians, aliens, some secret military experiments",PerkName = "PlantScavenging",PerkLevel = 5, ShowName = true, Name = "Survivalist", X = 12074, Y = 7306, Z = 0 , Weapon = "Base.HuntingKnife",hasOrder = true, Orders = "Forage", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "I focused on being prepared. Crazy is building the ark after the flood has already come. Don\'t you agree?",PerkName = "PlantScavenging",PerkLevel = 5, ShowName = true, Name = "Survivalist", X = 12084, Y = 7306, Z = 0 , Weapon = "Base.HuntingKnife",hasOrder = true, Orders = "Explore", isHostile = false};
-- WESTPOINT END PlantScavenging
-- MULDRAUGH BEGIN
if(blAIZTWDPrisonSurivors) then --spawn all core TWD characters at TWD Prison rather than around the map
PresetSpawns[getPSID()] = {Greeting = "All life is precious",PerkName = "Blunt",PerkLevel = 10, isFemale=false, NoParty = true, ShowName = true, Name = "Morgan", X = 9834, Y = 9515, Z = 0 , Weapon = "Base.BaseballBat",hasOrder = true, Orders = "Guard", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "We get comfortable here, we let our guard down, this place is gonna make us weak",PerkName = "Aiming",PerkLevel = 10, isFemale=false, NoParty = true, ShowName = true, Name = "Carol", X = 9833, Y = 9517, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Patrol", isHostile = false, Patrolling=true, PX=-15,PY=0};
PresetSpawns[getPSID()] = {Greeting = "Have you ever had to kill people because they had already killed your friends and were coming for you next? Have you ever done things that made you feel afraid of yourself afterward? Have you ever been covered in so much blood that you didn\'t know if it was yours or walkers\' or your friends\'? Huh? Then you don\'t know",PerkName = "Blunt",PerkLevel = 10, isFemale=true, NoParty = true, ShowName = true, Name = "Michonne", X = 9809, Y = 9501, Z = 0 , Weapon = "Base.Poolcue",hasOrder = true, Orders = "Guard", isHostile = false}; --ALT QUOTE: Don\'t you want one more day with a chance?
PresetSpawns[getPSID()] = {Greeting = "Why are we running? What are we doing?",PerkName = "Aiming",PerkLevel = 10, isFemale=false, ShowName = true, Name = "Carl", X = 9833, Y = 9519, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Guard", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "I\'ve already lost three of the people that I care about most in this world",PerkName = "Aiming",PerkLevel = 10, isFemale=true, NoParty = true, ShowName = true, Name = "Maggie", X = 9803, Y = 9507, Z = 0 , Weapon = "Base.HuntingKnife",hasOrder = true, Orders = "Guard", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "Nice moves there, Clint Eastwood. You\'re the new sheriff come riding in to clean up the town?",PerkName = "Blunt",PerkLevel = 10, isFemale=false, NoParty = true, ShowName = true, Name = "Glenn", X = 9806, Y = 9506, Z = 0 , Weapon = "Base.BaseballBat",hasOrder = true, Orders = "Guard", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "You want to know what I was before all this? I was nobody. Nothing",PerkName = "Aiming",PerkLevel = 10, isFemale=false, NoParty = true, ShowName = true, Name = "Daryl", X = 9799, Y = 9503, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Patrol", isHostile = false, Patrolling=true, PX=0,PY=10};
PresetSpawns[getPSID()] = {Greeting = "Everyone who made it this far, we\'ve all done worse kinds of things, just to stay alive.. But we can still come back. We\'re not too far gone",PerkName = "Axe",PerkLevel = 10,isFemale=false, ShowName = true, Name = "Rick", X = 9800, Y =9488, Z = 0 , Weapon = "Base.Axe",hasOrder = true, Orders = "Guard", isHostile = false};
else
PresetSpawns[getPSID()] = {Greeting = "All life is precious. I\'m looking for Rick",PerkName = "Blunt",PerkLevel = 10, isFemale=false, ShowName = true, Name = "Morgan", X = 11741, Y = 8868, Z = 0 , Weapon = "Base.BaseballBat",hasOrder = true, Orders = "Guard", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "We get comfortable here, we let our guard down, this place is gonna make us weak",PerkName = "Aiming",PerkLevel = 10, isFemale=true, ShowName = true, Name = "Carol", X = 13662, Y = 5052, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Patrol", isHostile = false, Patrolling=true, PX=-15,PY=0};
PresetSpawns[getPSID()] = {Greeting = "Have you ever had to kill people because they had already killed your friends and were coming for you next? Have you ever done things that made you feel afraid of yourself afterward? Have you ever been covered in so much blood that you didn\'t know if it was yours or walkers\' or your friends\'? Huh? Then you don\'t know",PerkName = "Blunt",PerkLevel = 10, isFemale=true, ShowName = true, Name = "Michonne", X = 10765, Y = 10553, Z = 0 , Weapon = "Base.Poolcue",hasOrder = true, Orders = "Guard", isHostile = false}; --ALT QUOTE: Don\'t you want one more day with a chance?
PresetSpawns[getPSID()] = {Greeting = "Why are we running? What are we doing? I\'m looking for my father Rick",PerkName = "Aiming",PerkLevel = 10, isFemale=false, ShowName = true, Name = "Carl", X = 8606, Y = 8880, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Guard", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "I\'ve already lost three of the people that I care about most in this world",PerkName = "Aiming",PerkLevel = 10, isFemale=true, ShowName = true, Name = "Maggie", X = 11345, Y = 12165, Z = 0 , Weapon = "Base.HuntingKnife",hasOrder = true, Orders = "Guard", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "Nice moves there, Clint Eastwood. You\'re the new sheriff come riding in to clean up the town?",PerkName = "Blunt",PerkLevel = 10, isFemale=false, ShowName = true, Name = "Glenn", X = 11950, Y = 6886, Z = 0 , Weapon = "Base.BaseballBat",hasOrder = true, Orders = "Guard", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "You want to know what I was before all this? I was nobody. Nothing",PerkName = "Aiming",PerkLevel = 10, isFemale=false, ShowName = true, Name = "Daryl", X = 10942, Y = 6771, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Patrol", isHostile = false, Patrolling=true, PX=0,PY=10};
PresetSpawns[getPSID()] = {Greeting = "Everyone who made it this far, we\'ve all done worse kinds of things, just to stay alive.. But we can still come back. We\'re not too far gone",PerkName = "Axe",PerkLevel = 10,isFemale=false, ShowName = true, Name = "Rick", X = 11087, Y =9235, Z = 0 , Weapon = "Base.Axe",hasOrder = true, Orders = "Guard", isHostile = false};
end
PresetSpawns[getPSID()] = {Greeting = "It\'s so good to see friendly faces",PerkName = "Axe",PerkLevel = 5, ShowName = true, Name = "Lumberjack", X = 10470, Y = 9277, Z = 0 , Weapon = "Base.Axe",hasOrder = true, Orders = "Chop Wood", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "We came back to McCoy\'s looking for supplies. Muldraugh is a god awful mess",PerkName = "Axe",PerkLevel = 5, ShowName = true, Name = "Lumberjack", X = 10472, Y = 9279, Z = 0 , Weapon = "Base.Axe",hasOrder = true, Orders = "Chop Wood", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "Doctor Kildare? Oh.. how did you get up here? The doors should have been locked. Are you bitten?",PerkName = "Blade",PerkLevel = 3,isFemale=true,ShowName = true, Name = "Nurse", X = 10880, Y = 10029, Z = 1 , Weapon = "Base.KitchenKnife",hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "They should be terrified. The world\'s ending. Otherwise, who gives a shit. With God, it\'s never too late to make things right",PerkName = "Aiming",PerkLevel = 10,isFemale=false,ShowName = true, Name = "Preacher", X = 10787, Y = 10172, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "HELP! HELP! They are trying to eat me!",ShowName = true, Name = "Food Inspector", X = 10621, Y = 9829, Z = 1 , Weapon = "Base.Plank",hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "Stay...STAY AWAY FROM ME! ARRRRGGH!!!",PerkName = "Aiming",PerkLevel = 1,isFemale=false,ShowName = true, Name = "Security Guard", X = 10627, Y = 9410, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Standing Ground", isHostile = true};
PresetSpawns[getPSID()] = {Greeting = "Ya know wut? This is the most exciting goddamn thing that\'s ever happened in this town",PerkName = "Blade",PerkLevel = 5,isFemale=false,ShowName = true, Name = "Mad Man", X = 10686, Y = 10328, Z = 0 , Weapon = "Base.HuntingKnife",hasOrder = true, Orders = "Standing Ground", isHostile = false};
--MULDRAUGH END
--WAREHOUSES OUTSIDE OF MULDRAUGH
--Barney Calhoun ;-)
PresetSpawns[getPSID()] = {Greeting = "Hey Gordon, is that you? What the bejesus?! Put your weapons away or I\'ll shoot!",isFemale=false,ShowName = true, Name = "Security Guard", X = 9987, Y = 10962, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Standing Ground", isHostile = false};
--WAREHOUSES END
--MARCH RIDGE
PresetSpawns[getPSID()] = {Greeting = "To hell with circumstances; I create opportunities. Knowing is not enough, we must apply. Willing is not enough, we must do",PerkName = "Blunt",PerkLevel = 10,isFemale=false,ShowName = true, Name = "Martial Arts Instructor", X = 10010, Y = 12735, Z = 1 , Weapon = "Base.BaseballBat",hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "We\'ve got to get out of here! Its not safe. There is a gang of lunatics coming back here for me and the supplies. They want a doctor",isFemale=true,ShowName = true, Name = "Doctor", X = 10167, Y = 12754, Z = 0 , Weapon = "Base.BaseballBat",hasOrder = true, Orders = "Standing Ground", isHostile = false};
--MARCH RIDGE END
--ROSEWOOD
PresetSpawns[getPSID()] = {Greeting = "Howdy. You can call me Tex. Been waiting for the military or some such, but you\'ll do my friend. Welcome!",PerkName = "Axe",PerkLevel = 5,isFemale=false,ShowName = true, Name = "Fire Fighter", X = 8143, Y = 11736, Z = 1 , Weapon = "Base.Axe",hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "ARRRRGGH!!!! Got you! Don\'t even think about escaping!",ShowName = true, Name = "Attorney", X = 7991, Y = 11449, Z = 0 , Weapon = "Base.Golfclub",hasOrder = true, Orders = "Standing Ground", isHostile = true};
PresetSpawns[getPSID()] = {Greeting = "Thank God! Please help me!",ShowName = true, Name = "Librarian", X = 8335, Y = 11615, Z = 0 , Weapon = "Base.BaseballBat",hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "I\'ve been to eight county fairs and a goat rodeo, but I\'ve never seen anything like that. Thanks for the rescue. Now I gotta find Rick",PerkName = "Aiming",PerkLevel = 10, isFemale=false, ShowName = true, Name = "Abraham", X = 8211, Y = 11805, Z = 0 , Weapon = getWeapon("Base.HuntingRifle"),hasOrder = true, Orders = "Guard", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "Thank you for saving me. So you\'re aware, I\'m on record as stating that I\'m not combat ready or even for that matter combat inclined",PerkName = "Blunt",PerkLevel = 3, isFemale=false, ShowName = true, Name = "Eugene", X = 8231, Y = 11816, Z = 0 , Weapon = "Base.Plank",hasOrder = true, Orders = "Guard", isHostile = false};
--ROSEWOOD END
--RAILYARD SOUTH OF MULD
PresetSpawns[getPSID()] = {Greeting = "Hey! Who goes there?! Better watch yer self pally!",PerkName = "Blunt",PerkLevel = 5,isFemale=false,ShowName = true, Name = "Hobo", X = 11629, Y = 9852, Z = 0 , Weapon = "Base.BaseballBat",hasOrder = true, Orders = "Patrol", isHostile = false,Patrolling=true, PX=0,PY=-15};
---RAILYARD END
--cabins far east of muldraugh
PresetSpawns[getPSID()] = {Greeting = "I\'ve have been watching you, but you seem friendly. How did you make it out alive?",PerkName = "Aiming",PerkLevel = 7,isFemale=false,ShowName = true, Name = "Hunter", X = 12475, Y = 8969, Z = 0 , Weapon = getWeapon("Base.HuntingRifle"),hasOrder = true, Orders = "Patrol", isHostile = false,Patrolling=true, PX=10,PY=0};
--end cabins
--DIXIE
PresetSpawns[getPSID()] = {Greeting = "I\'ve had my gun sight on you for the last 5 minutes, but you seem friendly. How did you make it out alive?",PerkName = "Aiming",PerkLevel = 7,isFemale=false,ShowName = true, Name = "Hunter", X = 11608, Y = 9303, Z = 0 , Weapon = getWeapon("Base.HuntingRifle"),hasOrder = true, Orders = "Patrol", isHostile = false,Patrolling=true, PX=10,PY=0};
---END DIXIE
--VALLEY & MALL AREA
PresetSpawns[getPSID()] = {Greeting = "Oh my God! Normal people for a change! This is my BOOMSTICK! Groovy. Found it off a dead dude. Luckily they sell ammo at S-MART",PerkName = "Aiming",PerkLevel = 3,isFemale=false,ShowName = true, Name = "B-Movie Actor", X = 13643, Y = 5868, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Patrol", isHostile = false,Patrolling=true, PX=0,PY=15};
PresetSpawns[getPSID()] = {Greeting = "Honey, we\'ve got some visitors. Stop looking for where you left the champagne and get over here!",isFemale=true,ShowName = true, Name = "Shopper Kim", X = 13923, Y = 5829, Z = 2 , Weapon = "Base.KitchenKnife",hasOrder = true, Orders = "Patrol", isHostile = true,Patrolling=true, PX=0,PY=15};
PresetSpawns[getPSID()] = {Greeting = "What'\s up Goldigger?...Nothing in life is promised except.... death!",isFemale=false,ShowName = true, Name = "Shopper Kanye", X = 13923, Y = 5824, Z = 2 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Patrol", isHostile = true,Patrolling=true, PX=-15,PY=0};
PresetSpawns[getPSID()] = {Greeting = "Ya better be real cool buddy, or I\'ll shovel your sorry ass outta here.",PerkName = "Blunt",PerkLevel = 3,isFemale=false,ShowName = true, Name = "Construction Worker", X = 14087, Y = 5453, Z = 0 , Weapon = "Base.Shovel",hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "Finally! Help has arrived! I..I...came to the Academy during the curfew to grab some books before we tried to escape by foot around the military blockade",isFemale=true,ShowName = true, Name = "Professor", X = 12869, Y = 4848, Z = 0 , Weapon = "Base.BaseballBat",hasOrder = true, Orders = "Standing Ground", isHostile = false};
--END VALLEY & MALL AREA
-- NORTH EAST BLOCKADE
PresetSpawns[getPSID()] = {Greeting = "This is the North East Blockade. No one is aloud past the rear Blockade. Lethal force will be used if necessary", PerkName = "Aiming",PerkLevel = 10, NoParty = true, isFemale=false, ShowName = true, Name = "Captain B.J. Blazkowicz", X = 12508, Y = (-2*300) + 4487, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Guard", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "Move along now", PerkName = "Aiming", PerkLevel = 5, NoParty = true, isFemale=false, ShowName = true, Name = "Soldier", X = 12512, Y = (-2*300) + 4487, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Guard", isHostile = false};
PresetSpawns[getPSID()] = {PerkName = "Aiming", PerkLevel = 5, NoParty = true, isFemale=false, ShowName = true, Name = "Soldier", X = 12517, Y = (-2*300) +4487, Z = 0 , Weapon = getWeapon("Base.HuntingRifle"),hasOrder = true, Orders = "Guard", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "You\'re not supposed to be up here, Move along!", PerkName = "Aiming", PerkLevel = 10, NoParty = true, isFemale=false, ShowName = true, Name = "Sniper", X = 12499, Y = (-2*300) + 4497, Z = 3 , Weapon = getWeapon("Base.HuntingRifle"),hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "What are you doing up here? Move along!", PerkName = "Aiming", PerkLevel = 10, NoParty = true, isFemale=false, ShowName = true, Name = "Sniper", X = 12527, Y = (-2*300) + 4497, Z = 3 , Weapon = getWeapon("Base.HuntingRifle"),hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "I\'m busy", PerkName = "Aiming", PerkLevel = 2, NoParty = true, isFemale=false, ShowName = true, Name = "Soldier", X = 12527, Y = (-2*300) + 4485, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Patrol", isHostile = false, Patrolling=true, PX=-35,PY=-13};
PresetSpawns[getPSID()] = {Greeting = "I\'m busy", NoParty = true, isFemale=false, ShowName = true, Name = "Cook", X = 12481, Y = (-2*300) + 4446, Z = 0 , Weapon = "Base.KitchenKnife",hasOrder = true, Orders = "Patrol", isHostile = false, Patrolling=true, PX=-4,PY=-8};
PresetSpawns[getPSID()] = {Greeting = "I\'m scared", NoParty = true, ShowName = true, Name = "Refugee", X = 12490, Y = (-2*300) + 4443, Z = 0 , Weapon = "Base.KitchenKnife",hasOrder = true, Orders = "Patrol", isHostile = false, Patrolling=true, PX=-10,PY=12};
PresetSpawns[getPSID()] = {Greeting = "I can\'t get a good signal", NoParty = true, isFemale=false, ShowName = true, Name = "Refugee Bob", X = 12485, Y = (-2*300) + 4463, Z = 0 , Weapon = "Base.KitchenKnife",hasOrder = true, Orders = "Guard", isHostile = false};
PresetSpawns[getPSID()] = {NoParty = true, ShowName = true, Name = "Refugee", X = 12485, Y = (-2*300) + 4463, Z = 0 , Weapon = "Base.KitchenKnife",hasOrder = true, Orders = "Explore", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "I\'m busy", PerkName = "Aiming", PerkLevel = 2, NoParty = true, ShowName = true, Name = "Soldier", X = 12541, Y = (-2*300) + 4456, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Patrol", isHostile = false, Patrolling=true, PX=0,PY=0,PZ=1};
PresetSpawns[getPSID()] = {Greeting = "We cannot wait any longer! We must proceed with operation Bluejay NOW!", PerkName = "Aiming", isFemale=false, PerkLevel = 2, NoParty = true, ShowName = true, Name = "Captian", X = 12540, Y = (-2*300) + 4402, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Guard", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "Communication has been down for far too long. We must assume the worst.", PerkName = "Aiming", isFemale=false, PerkLevel = 2, NoParty = true, ShowName = true, Name = "Major Mike", X = 12533, Y = (-2*300) + 4405, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Guard", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "We can\'t hold off here without backup for much longer. We need to do something!", PerkName = "Aiming", isFemale=false, PerkLevel = 2, NoParty = true, ShowName = true, Name = "Lt. Dan", X = 12533, Y = (-2*300) + 4407, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Guard", isHostile = false};
PresetSpawns[getPSID()] = {Greeting="Halt!",PerkName = "Aiming", PerkLevel = 5, NoParty = true, isFemale=false, ShowName = true, Name = "Soldier", X = 12512, Y = (-2*300) + 4400, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Standing Ground", isHostile = true};
PresetSpawns[getPSID()] = {Greeting="Stop!",PerkName = "Aiming", PerkLevel = 5, NoParty = true, isFemale=false, ShowName = true, Name = "Soldier", X = 12515, Y = (-2*300) + 4400, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Standing Ground", isHostile = true};
PresetSpawns[getPSID()] = {Greeting="Go No Futher!",PerkName = "Aiming", PerkLevel = 5, NoParty = true, isFemale=false, ShowName = true, Name = "Soldier", X = 12519, Y = (-2*300) + 4397, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Standing Ground", isHostile = true};
PresetSpawns[getPSID()] = {Greeting="Halt!",PerkName = "Aiming", PerkLevel = 5, NoParty = true, isFemale=false, ShowName = true, Name = "Soldier", X = 12508, Y = (-2*300) + 4397, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Standing Ground", isHostile = true};
PresetSpawns[getPSID()] = {Greeting = "No one may pass the Blockade. NO exceptions!",PerkName = "Aiming", PerkLevel = 5, NoParty = true, isFemale=false, ShowName = true, Name = "Soldier", X = 12505, Y = (-2*300) + 4417, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Patrol", isHostile = false, Patrolling=true, PX=15,PY=0};
PresetSpawns[getPSID()] = {Greeting = "No one may pass the Blockade. NO exceptions!",PerkName = "Aiming", PerkLevel = 5, NoParty = true, isFemale=false, ShowName = true, Name = "Soldier", X = 12470, Y = (-2*300) + 4425, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Patrol", isHostile = false, Patrolling=true, PX=15,PY=17};
PresetSpawns[getPSID()] = {Greeting="Halt!",PerkName = "Aiming", PerkLevel = 5, NoParty = true, isFemale=false, ShowName = true, Name = "Soldier", X = 12552, Y = (-2*300) + 4397, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Standing Ground", isHostile = true};
PresetSpawns[getPSID()] = {Greeting="Go No Further!",PerkName = "Aiming", PerkLevel = 5, NoParty = true, isFemale=false, ShowName = true, Name = "Soldier", X = 12556, Y = (-2*300) + 4397, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Standing Ground", isHostile = true};
PresetSpawns[getPSID()] = {Greeting = "Talk to the Captain up by the North West Entrance", PerkName = "Aiming", isFemale=false, PerkLevel = 2, NoParty = true, ShowName = true, Name = "Srgt. Sam", X = 12552, Y = (-2*300) + 4498, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Guard", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "Move along now", PerkName = "Aiming", isFemale=false, PerkLevel = 2, NoParty = true, ShowName = true, Name = "Soldier", X = 12555, Y = (-2*300) + 4498, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Guard", isHostile = false};
PresetSpawns[getPSID()] = {NoParty=true,Greeting = "I\'m supposed to take down all these trees.",PerkName = "Axe",PerkLevel = 5,ShowName = true, Name = "Worker", X = 12555, Y = (-2*300) + 4478, Z = 0 , Weapon = "Base.Axe",hasOrder = true, Orders = "Explore", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "I tried to warn everyone, no one would listen.",PerkName = "Aiming",PerkLevel = 6,ShowName = true, Name = "Private Manning", X = 12467, Y = (-2*300) + 4409, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Patrol", Patrolling=true, PX=0,PY=9, isHostile = false};
PresetSpawns[getPSID()] = {Greeting="Hey! Your not allowed in here!",PerkName = "Aiming", PerkLevel = 5, NoParty = true, isFemale=false, ShowName = true, Name = "Soldier", X = 12497, Y = (-2*300) + 4366, Z = 3 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Patrol", isHostile = true, Patrolling=true, PX=-4,PY=-7};
PresetSpawns[getPSID()] = {Greeting="Hey! Your not allowed in here!",PerkName = "Aiming", PerkLevel = 5, NoParty = true, isFemale=false, ShowName = true, Name = "Soldier", X = 12537, Y = (-2*300) + 4368, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Patrol", isHostile = true, Patrolling=true, PX=-25,PY=1};
if isModEnabled("SurvivorQuests") then
PresetSpawns[getPSID()] = {Greeting="Hey! You're not allowed up here!",PerkName = "Aiming", PerkLevel = 5, NoParty = true, isFemale=false, ShowName = true, Name = "Soldier", X = 12505, Y = 3742, Z = 0 , Weapon = "Base.Pistol",hasOrder = true, Orders = "Patrol", isHostile = true, Patrolling=true, PX=0,PY=-7};
PresetSpawns[getPSID()] = {Greeting="Hey! You're not allowed over here!",PerkName = "Aiming", PerkLevel = 5, NoParty = true, isFemale=false, ShowName = true, Name = "Soldier", X = 12506, Y =3752, Z = 0 , Weapon = "Base.Pistol",hasOrder = true, Orders = "Guard", isHostile = true};
PresetSpawns[getPSID()] = {Greeting="Hey! You're not allowed in here!",PerkName = "Aiming", PerkLevel = 5, NoParty = true, isFemale=false, ShowName = true, Name = "Soldier", X = 12499, Y = 3764, Z = 0 , Weapon = "Base.Pistol",hasOrder = true, Orders = "Guard", isHostile = true};
PresetSpawns[getPSID()] = {Greeting="Hey! You're not allowed over here!",PerkName = "Aiming", PerkLevel = 5, NoParty = true, isFemale=false, ShowName = true, Name = "Soldier", X = 12459, Y = 3759, Z = 0 , Weapon = "Base.Pistol",hasOrder = true, Orders = "Guard", isHostile = true};
PresetSpawns[getPSID()] = {Greeting="Hey! You're not alloweed over here!",PerkName = "Aiming", PerkLevel = 5, NoParty = true, isFemale=false, ShowName = true, Name = "Soldier", X = 12459, Y = 3778, Z = 0 , Weapon = "Base.Pistol",hasOrder = true, Orders = "Guard", isHostile = true};
end
-- NORTH EAST BLOCKADE END
-- OTHER START
PresetSpawns[getPSID()] = {ShowName = true, Name = "A Savior", X = 8217, Y = 11810, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Patrol", isHostile = true, Patrolling=true, PX=10,PY=0};
PresetSpawns[getPSID()] = {ShowName = true, Name = "A Savior", X = 8256, Y = 11845, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Guard", isHostile = true};
PresetSpawns[getPSID()] = {ShowName = true, Name = "A Savior", X = 8255, Y = 11850, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Standing Ground", isHostile = true};
PresetSpawns[getPSID()] = {ShowName = true, Name = "A Savior", X = 8248, Y = 11859, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Standing Ground", isHostile = true};
PresetSpawns[getPSID()] = {ShowName = true, Name = "A Savior", X = 8235, Y = 11837, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Standing Ground", isHostile = true};
PresetSpawns[getPSID()] = {Greeting = "Hi, I\'m Negan",isFemale=false, ShowName = true, Name = "I\'m Negan", X = 8226, Y = 11869, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Patrol", isHostile = true, Patrolling=true, PX=10,PY=-10};
-- OTHER END
-- prison
PresetSpawns[getPSID()] = {Greeting="Halt!",PerkName = "Aiming", PerkLevel = 5, NoParty = true, isFemale=false, ShowName = true, Name = "Soldier", X = 7753, Y = 11884, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Standing Ground", isHostile = true};
PresetSpawns[getPSID()] = {Greeting="Stop!",PerkName = "Aiming", PerkLevel = 5, NoParty = true, isFemale=false, ShowName = true, Name = "Soldier", X = 7753, Y = 11889, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Standing Ground", isHostile = true};
PresetSpawns[getPSID()] = {Greeting="Halt!",PerkName = "Aiming", PerkLevel = 5, NoParty = true, isFemale=false, ShowName = true, Name = "Soldier", X = 7743, Y = 11905, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Guard", isHostile = true};
PresetSpawns[getPSID()] = {Greeting="Stop!",PerkName = "Aiming", PerkLevel = 5, NoParty = true, isFemale=false, ShowName = true, Name = "Soldier", X = 7709, Y = 11878, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Guard", isHostile = true};
PresetSpawns[getPSID()] = {Greeting="Halt!",PerkName = "Aiming", PerkLevel = 5, NoParty = true, isFemale=false, ShowName = true, Name = "Soldier", X = 7680, Y = 11878, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Explore", isHostile = true};
PresetSpawns[getPSID()] = {Greeting="Stop!",PerkName = "Aiming", PerkLevel = 5, NoParty = true, isFemale=false, ShowName = true, Name = "Soldier", X = 7680, Y = 11878, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Explore", isHostile = true};
PresetSpawns[getPSID()] = {Greeting="Halt!",PerkName = "Aiming", PerkLevel = 5, NoParty = true, isFemale=false, ShowName = true, Name = "Soldier", X = 7651, Y = 11855, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Explore", isHostile = true};
PresetSpawns[getPSID()] = {Greeting="Stop!",PerkName = "Aiming", PerkLevel = 5, NoParty = true, isFemale=false, ShowName = true, Name = "Soldier", X = 7651, Y = 11855, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Explore", isHostile = true};
PresetSpawns[getPSID()] = {Greeting="Halt!",PerkName = "Aiming", PerkLevel = 5, NoParty = true, isFemale=false, ShowName = true, Name = "Soldier", X = 7729, Y = 11913, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Explore", isHostile = true};
PresetSpawns[getPSID()] = {Greeting="Stop!",PerkName = "Aiming", PerkLevel = 5, NoParty = true, isFemale=false, ShowName = true, Name = "Soldier", X = 7729, Y = 11913, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Explore", isHostile = true};
--AIZ Extra Spawns
PresetSpawns[getPSID()] = {Greeting = "You protect and serve. You patrol, walk the wall, watch out for the kids. If there\'s a conflict, you solve it. And people will listen to you",PerkName = "Aiming",PerkLevel = 3,isFemale = true, ShowName = true, Name = "Deanna", X = 13305, Y = 5848, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "There\'s going to be a lot to remember. This is the beginning of this place. You should record all that. Along with everything I\'m gonna teach you about building things",PerkName = "Aiming",PerkLevel = 1,isFemale = false, ShowName = true, Name = "Reg", X = 13290, Y = 5856, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "We were never safe here. But we didn\'t want to see that. We just wanted to dream. What happened to Aiden, that\'s all us!",PerkName = "Aiming",PerkLevel = 5,isFemale = false, ShowName = true, Name = "Spencer", X = 13290, Y = 5832, Z = 0 , Weapon = getWeapon("Base.HuntingRifle"),hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "Welcome to Alexandria! We need help!",PerkName = "Aiming",PerkLevel = 2,isFemale = false, ShowName = true, Name = "Alexandria Guard", X = 13371, Y = 5846, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "It\'s not a camp. It\'s a community. I think you all would make valuable additions. But it\'s not my call",PerkName = "Aiming",PerkLevel = 5,isFemale = false, ShowName = true, Name = "Aaron", X = 13370, Y = 5850, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "Welcome to Alexandria! We need help!",PerkName = "Aiming",PerkLevel = 2,isFemale = false, ShowName = true, Name = "Alexandria Guard", X = 13266, Y = 5845, Z = 1 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "Welcome to Alexandria! We need help!",PerkName = "Aiming",PerkLevel = 2,isFemale = false, ShowName = true, Name = "Alexandria Guard", X = 13327, Y = 5903, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "Help us please!", ShowName = true, Name = "Alexandria Citizen", X = 13291, Y = 5810, Z = 0 , Weapon = "Base.Plank",hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "Help us please!", ShowName = true, Name = "Alexandria Citizen", X = 13293, Y = 5878, Z = 0 , Weapon = "Base.HuntingKnife",hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "Help us please!", ShowName = true, Name = "Alexandria Citizen", X = 13365, Y = 5812, Z = 0 , Weapon = "Base.Plank",hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "Help us please!", ShowName = true, Name = "Alexandria Citizen", X = 13339, Y = 5805, Z = 0 , Weapon = "Base.Plank",hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "Help us please!", ShowName = true, Name = "Alexandria Citizen", X = 13268, Y = 5773, Z = 0 , Weapon = "Base.HuntingKnife",hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "Welcome to Hilltop! We need help!",PerkName = "Blunt",PerkLevel = 2,isFemale = false, ShowName = true, Name = "Hilltop Guard", X = 13290, Y = 6677, Z = 0 , Weapon = getWeapon("Base.BaseballBat"),hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "You see what I have here? You see what I\'ve built? You don\'t have shit. Now, I\'m happy to help, I\'m a nice guy. But we can\'t just give things away for free", ShowName = true, Name = "Gregory", X = 13250, Y = 6642, Z = 1 , Weapon = "Base.HuntingKnife",hasOrder = true, Orders = "Standing Ground", isFemale = false, isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "We\'re on the same side - The living side. You\'re good people. And this is a good place", ShowName = true, Name = "Jesus", X = 13266, Y = 6654, Z = 0 , PerkName = "Blade",PerkLevel = 10, Weapon = "Base.HuntingKnife",hasOrder = true, Orders = "Standing Ground", isFemale = false,isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "Welcome to Hilltop! We need help!",PerkName = "Blunt",PerkLevel = 2,isFemale = true, ShowName = true, Name = "Hilltop Guard", X = 13254, Y = 6640, Z = 0 , Weapon = getWeapon("Base.BaseballBat"),hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "Welcome to Hilltop! We need help!",PerkName = "Blunt",PerkLevel = 2,isFemale = false, ShowName = true, Name = "Hilltop Guard", X = 13253, Y = 6647, Z = 0 , Weapon = getWeapon("Base.BaseballBat"),hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "Please help us!", ShowName = true, Name = "Hilltop Citizen", X = 13261, Y = 6673, Z = 0 , Weapon = "Base.HuntingKnife",hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "Please help us!", ShowName = true, Name = "Hilltop Citizen", X = 13252, Y = 6682, Z = 0 , Weapon = "Base.Plank",hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "Please help us!", ShowName = true, Name = "Hilltop Citizen", X = 13276, Y = 6637, Z = 0 , Weapon = "Base.HuntingKnife",hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "Please help us!", ShowName = true, Name = "Hilltop Citizen", X = 13243, Y = 6631, Z = 0 , Weapon = "Base.Plank",hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "Kill the intruders!",PerkName = "Aiming",PerkLevel = 5,isFemale = true, ShowName = true, Name = "Natania", X = 13436, Y = 6817, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Standing Ground", isHostile = true};
PresetSpawns[getPSID()] = {Greeting = "Nobody\'s evil. They just decide to forget who they are",PerkName = "Aiming",PerkLevel = 5,isFemale = true, ShowName = true, Name = "Cyndie", X = 13429, Y = 6817, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Standing Ground", isHostile = true};
PresetSpawns[getPSID()] = {Greeting = "Intruders!",PerkName = "Aiming",PerkLevel = 2,isFemale = true, ShowName = true, Name = "Oceanside Guard", X = 13474, Y = 6797, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Standing Ground", isHostile = true};
PresetSpawns[getPSID()] = {Greeting = "Intruders!",isFemale = true, ShowName = true, Name = "Oceanside Citizen", X = 13424, Y = 6794, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Standing Ground", isHostile = true};
PresetSpawns[getPSID()] = {Greeting = "Intruders!",isFemale = true, ShowName = true, Name = "Oceanside Citizen", X = 13408, Y = 6816, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Standing Ground", isHostile = true};
PresetSpawns[getPSID()] = {Greeting = "Intruders!",isFemale = true, ShowName = true, Name = "Oceanside Citizen", X = 13457, Y = 6807, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Standing Ground", isHostile = true};
PresetSpawns[getPSID()] = {Greeting = "Intruders!",isFemale = true, ShowName = true, Name = "Oceanside Citizen", X = 13429, Y = 6837, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Standing Ground", isHostile = true};
PresetSpawns[getPSID()] = {Greeting = "Intruders!",isFemale = true, ShowName = true, Name = "Oceanside Citizen", X = 13445, Y = 6837, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Standing Ground", isHostile = true};
PresetSpawns[getPSID()] = {Greeting = "Welcome to Terminus. I\'m Gareth. A man\'s gotta eat",PerkName = "Aiming",PerkLevel = 5,isFemale = false, ShowName = true, Name = "Gareth", X = 11753, Y = 9368, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Standing Ground", isHostile = true};
PresetSpawns[getPSID()] = {Greeting = "They look delicious!",isFemale = true, ShowName = true, Name = "Terminus Citizen", X = 11756, Y = 9367, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Standing Ground", isHostile = true};
PresetSpawns[getPSID()] = {Greeting = "They look delicious!",isFemale = false, ShowName = true, Name = "Terminus Citizen", X = 11763, Y = 9368, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Standing Ground", isHostile = true};
PresetSpawns[getPSID()] = {Greeting = "The signs... they were real. It was a sanctuary. People came and took this place. But we got out and we fought it and we got it back. And we heard the message. \'You\'re the butcher... or you\'re the cattle\'",PerkName = "Blade",PerkLevel = 2,isFemale = true, ShowName = true, Name = "Mary", X = 11750, Y = 9370, Z = 0 , Weapon = "Base.HuntingKnife",hasOrder = true, Orders = "Standing Ground", isHostile = true};
PresetSpawns[getPSID()] = {Greeting = "They look delicious!",isFemale = true, ShowName = true, Name = "Terminus Citizen", X = 11749, Y = 9346, Z = 0 , Weapon = "Base.HuntingKnife",hasOrder = true, Orders = "Standing Ground", isHostile = true};
PresetSpawns[getPSID()] = {Greeting = "They look delicious!",isFemale = false, ShowName = true, Name = "Terminus Citizen", X = 11789, Y = 9366, Z = 0 , Weapon = "Base.HuntingKnife",hasOrder = true, Orders = "Standing Ground", isHostile = true};
PresetSpawns[getPSID()] = {Greeting = "Since almost the start. When all the camps got overrun, people started finding this place. I think it was instinct, you know?",PerkName = "Aiming",PerkLevel = 3,isFemale = false, ShowName = true, Name = "Alex", X = 11749, Y = 9327, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Standing Ground", isHostile = true};
PresetSpawns[getPSID()] = {Greeting = "They look delicious!",isFemale = false, ShowName = true, Name = "Terminus Citizen", X = 11777, Y = 9313, Z = 0 , Weapon = "Base.HuntingKnife",hasOrder = true, Orders = "Standing Ground", isHostile = true};
PresetSpawns[getPSID()] = {Greeting = "You walk outside, you risk your life. You take a drink of water, you risk your life. Nowadays you breath and you risk your life. You don\'t have a choice. The only thing you can choose is what you\'re risking it for",PerkName = "Aiming",PerkLevel = 10,isFemale = false, ShowName = true, Name = "Hershel", X = 11350, Y = 12160, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "I know you look at me and you just see another dead girl. I\'m not Michonne. I\'m not Carol. I\'m not Maggie. I\'ve survived and you don\'t get it",PerkName = "Blade",PerkLevel = 10,isFemale = true, ShowName = true, Name = "Beth", X = 11346, Y = 12160, Z = 1 , Weapon = "Base.KitchenKnife",hasOrder = true, Orders = "Standing Ground", isHostile = false};
--for maggie, see further up
PresetSpawns[getPSID()] = {Greeting = 'So now I\'m going to beat the HOLY FUCK FUCKING FUCKEDY FUCK out of you with my bat. Who I call \"Lucille\"',PerkName = "Blunt",PerkLevel = 10,isFemale = false, ShowName = true, Name = "Negan", X = 8818, Y = 12720, Z = 0 , Weapon = "Base.BaseballBat",hasOrder = true, Orders = "Standing Ground", isHostile = true};
PresetSpawns[getPSID()] = {ShowName = true, Name = "A Savior", X = 8821, Y = 12717, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Standing Ground", isHostile = true};
PresetSpawns[getPSID()] = {ShowName = true, Name = "A Savior", X = 8811, Y = 12719, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Standing Ground", isHostile = true};
PresetSpawns[getPSID()] = {ShowName = true, Name = "A Savior", X = 8816, Y = 12721, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Standing Ground", isHostile = true};
PresetSpawns[getPSID()] = {ShowName = true, Name = "A Savior", X = 8814, Y = 12716, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Standing Ground", isHostile = true};
PresetSpawns[getPSID()] = {ShowName = true, Name = "A Savior", X = 8816, Y = 12701, Z = 0 , Weapon = "Base.HuntingKnife",hasOrder = true, Orders = "Explore", isHostile = true};
PresetSpawns[getPSID()] = {ShowName = true, Name = "A Savior", X = 8800, Y = 12700, Z = 0 , Weapon = "Base.HuntingKnife",hasOrder = true, Orders = "Explore", isHostile = true};
PresetSpawns[getPSID()] = {ShowName = true, Name = "A Savior", X = 8820, Y = 12702, Z = 2 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Standing Ground", isHostile = true};
PresetSpawns[getPSID()] = {ShowName = true, Name = "A Savior", X = 8811, Y = 12700, Z = 3 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Standing Ground", isHostile = true};
PresetSpawns[getPSID()] = {ShowName = true, Name = "A Savior", X = 8817, Y = 12698, Z = 4 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Standing Ground", isHostile = true};
PresetSpawns[getPSID()] = {ShowName = true, Name = "A Savior", X = 8814, Y = 12692, Z = 3 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Standing Ground", isHostile = true};
PresetSpawns[getPSID()] = {ShowName = true, Name = "A Savior", X = 8811, Y = 12692, Z = 2 , Weapon = "Base.HuntingKnife",hasOrder = true, Orders = "Explore", isHostile = true};
PresetSpawns[getPSID()] = {ShowName = true, Name = "A Savior", X = 8816, Y = 12707, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Explore", isHostile = true};
PresetSpawns[getPSID()] = {ShowName = true, Name = "A Savior", X = 8814, Y = 12712, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Explore", isHostile = true};
PresetSpawns[getPSID()] = {ShowName = true, Name = "A Savior", X = 8833, Y = 12706, Z = 1 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Standing Ground", isHostile = true};
PresetSpawns[getPSID()] = {Greeting = "Please help me get out of here!", ShowName = true, Name = "Concubine", X = 8810, Y = 12694, Z = 4 , Weapon = "Base.Plank",hasOrder = true, Orders = "Standing Ground", isHostile = false, isFemale=true};
PresetSpawns[getPSID()] = {Greeting = "Help me get out of here!", ShowName = true, Name = "Concubine", X = 8805, Y = 12703, Z = 4 , Weapon = "Base.KitchenKnife",hasOrder = true, Orders = "Standing Ground", isHostile = false, isFemale=true};
PresetSpawns[getPSID()] = {Greeting = "Help me please!", ShowName = true, Name = "Concubine", X = 8806, Y = 12707, Z = 4 , Weapon = "Base.Plank",hasOrder = true, Orders = "Standing Ground", isHostile = false, isFemale=true};
PresetSpawns[getPSID()] = {Greeting = 'No one can leave!',ShowName = true, Name = "Woodbury Guard", X = 8800, Y = 7976, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Standing Ground", isHostile = true};
PresetSpawns[getPSID()] = {Greeting = 'No one can leave!',ShowName = true, Name = "Woodbury Guard", X = 8787, Y = 7976, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Standing Ground", isHostile = true};
PresetSpawns[getPSID()] = {Greeting = 'No one can leave!',ShowName = true, Name = "Woodbury Guard", X = 8800, Y = 8067, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Standing Ground", isHostile = true};
PresetSpawns[getPSID()] = {Greeting = 'Get Back!',ShowName = true, Name = "Woodbury Guard", X = 8793, Y = 7976, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Standing Ground", isHostile = true};
PresetSpawns[getPSID()] = {Greeting = 'Stop right there!',ShowName = true, Name = "Woodbury Guard", X = 8805, Y = 7976, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Standing Ground", isHostile = true};
PresetSpawns[getPSID()] = {Greeting = "In this life now you kill or you die. Or you die and you kill",PerkName = "Aiming",PerkLevel = 5,isFemale = false, ShowName = true, Name = "The Governor", X = 8797, Y = 7975, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Standing Ground", isHostile = true};
PresetSpawns[getPSID()] = {ShowName = true, Name = "Woodbury Citizen", X = 8791, Y = 8037, Z = 0 , Weapon = "Base.Plank",hasOrder = true, Orders = "Patrol", isHostile = false, Patrolling=true, PX=0,PY=-10};
PresetSpawns[getPSID()] = {ShowName = true, Name = "Woodbury Citizen", X = 8806, Y = 8031, Z = 0 , Weapon = "Base.BaseballBat",hasOrder = true, Orders = "Patrol", isHostile = false, Patrolling=true, PX=0,PY=-10};
PresetSpawns[getPSID()] = {ShowName = true, Name = "Woodbury Citizen", X = 8824, Y = 8048, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Patrol", isHostile = false, Patrolling=true, PX=0,PY=-10};
PresetSpawns[getPSID()] = {ShowName = true, Name = "Woodbury Citizen", X = 8793, Y = 7996, Z = 0 , Weapon = "Base.KitchenKnife",hasOrder = true, Orders = "Patrol", isHostile = false, Patrolling=true, PX=0,PY=-10};
PresetSpawns[getPSID()] = {ShowName = true, Name = "Woodbury Citizen", X = 8772, Y = 7975, Z = 0 , Weapon = "Base.HuntingKnife",hasOrder = true, Orders = "Patrol", isHostile = false, Patrolling=true, PX=0,PY=-10};
PresetSpawns[getPSID()] = {ShowName = true, Name = "Woodbury Citizen", X = 8829, Y = 7975, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Patrol", isHostile = false, Patrolling=true, PX=0,PY=-10};
PresetSpawns[getPSID()] = {Greeting = 'Welcome to the Kingdom! We need help!',ShowName = true, Name = "Kingdom Guard", X = 9742, Y = 10304, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Patrol", isHostile = false, Patrolling=true, PX=0,PY=-10};
PresetSpawns[getPSID()] = {Greeting = "We have got to strike now...or we will all be dead!",PerkName = "Aiming",PerkLevel = 5,isFemale = false, ShowName = true, Name = "Richard", X = 9740, Y = 10306, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = 'Welcome to the Kingdom! We need help!',ShowName = true, Name = "Kingdom Guard", X = 9739, Y = 10305, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Patrol", isHostile = false, Patrolling=true, PX=0,PY=-10}
PresetSpawns[getPSID()] = {Greeting = 'Welcome to the Kingdom! We need help!',ShowName = true, Name = "Kingdom Guard", X = 9700, Y = 10240, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Patrol", isHostile = false, Patrolling=true, PX=0,PY=-10}
PresetSpawns[getPSID()] = {Greeting = "Help us!",ShowName = true, Name = "Kingdom Citizen", X = 9667, Y = 10434, Z = 0 , Weapon = "Base.Plank",hasOrder = true, Orders = "Patrol", isHostile = false, Patrolling=true, PX=0,PY=-10};
PresetSpawns[getPSID()] = {Greeting = "Help us!",ShowName = true, Name = "Kingdom Citizen", X = 9656, Y = 10346, Z = 0 , Weapon = "Base.BaseballBat",hasOrder = true, Orders = "Patrol", isHostile = false, Patrolling=true, PX=0,PY=-10};
PresetSpawns[getPSID()] = {Greeting = "Help us!",ShowName = true, Name = "Kingdom Citizen", X = 9562, Y = 10296, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Patrol", isHostile = false, Patrolling=true, PX=0,PY=-10};
PresetSpawns[getPSID()] = {Greeting = "Help us!",ShowName = true, Name = "Kingdom Citizen", X = 9669, Y = 10267, Z = 0 , Weapon = "Base.KitchenKnife",hasOrder = true, Orders = "Patrol", isHostile = false, Patrolling=true, PX=0,PY=-10};
PresetSpawns[getPSID()] = {Greeting = "Help us!",ShowName = true, Name = "Kingdom Citizen", X = 9689, Y = 10317, Z = 0 , Weapon = "Base.HuntingKnife",hasOrder = true, Orders = "Patrol", isHostile = false, Patrolling=true, PX=0,PY=-10};
PresetSpawns[getPSID()] = {Greeting = "Help us!",ShowName = true, Name = "Kingdom Citizen", X = 9737, Y = 10307, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Patrol", isHostile = false, Patrolling=true, PX=0,PY=-10};
PresetSpawns[getPSID()] = {Greeting = "Help us!",ShowName = true, Name = "Kingdom Citizen", X = 9712, Y = 10343, Z = 0 , Weapon = "Base.Plank",hasOrder = true, Orders = "Patrol", isHostile = false, Patrolling=true, PX=0,PY=-10};
PresetSpawns[getPSID()] = {Greeting = "Help us!", ShowName = true, Name = "Kingdom Citizen", X = 9659, Y = 10393, Z = 0 , Weapon = "Base.BaseballBat",hasOrder = true, Orders = "Patrol", isHostile = false, Patrolling=true, PX=0,PY=-10};
PresetSpawns[getPSID()] = {Greeting = "There\'s a saying - the pessimist looks down and hits his head. The optimist looks up and loses his footing. The realist looks forward and adjusts his path accordingly. Welcome to the Kingdom!",PerkName = "Blunt",PerkLevel = 10,isFemale = false, ShowName = true, Name = "Ezekiel", X = 9672, Y = 10329, Z = 1 , Weapon = "Base.BaseballBat",hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "Huh Huh Nice. The bananas look a\'peelin",PerkName = "Axe",PerkLevel = 10,isFemale = false, ShowName = true, Name = "Jerry", X = 9669, Y = 10328, Z = 1 , Weapon = "Base.Axe",hasOrder = true, Orders = "Standing Ground", isHostile = false};
--other
PresetSpawns[getPSID()] = {Greeting = "The Lord sent you here to finally punish me. I\'m damned. I was damned before. I always lock the doors. I always lock the doors",PerkName = "Blade",PerkLevel = 5,isFemale = false, ShowName = true, Name = "Father Gabriel", X = 10323, Y = 12787, Z = 0, Weapon = "Base.HuntingKnife",hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = " Nobody\'s got to die today",PerkName = "Axe",PerkLevel = 5,isFemale = false, ShowName = true, Name = "Tyreese", X = 9206, Y = 12139, Z = 0 , Weapon = "Base.Axe",hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "I move through town... I\'m quiet... like a fire",PerkName = "Aiming",PerkLevel = 5,isFemale = true, ShowName = true, Name = "Sasha", X = 9207, Y = 12143, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "The people around you dying...that\'s the hard part",PerkName = "Aiming",PerkLevel = 10,isFemale = true, ShowName = true, Name = "Rosita", X = 14421, Y = 4628, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "When you\'ve just emptied two barrels of a shotgun into the head of your favorite bartender, it\'s a pretty good bet that happy hour\'s over",PerkName = "Aiming",PerkLevel = 10,isFemale = false, ShowName = true, Name = "Ash", X = 11153, Y = 13053, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "As Mr. Sloan always says, there is no \'I\' in team, but there is an \'I\' in pie. And there\'s an \'I\' in meat pie. Anagram of meat is team... I don\'t know what he\'s talking about.",PerkName = "Blunt",PerkLevel = 10,isFemale = false, ShowName = true, Name = "Shaun", X = 14777, Y = 6811, Z = 0, Weapon = "Base.BaseballBat",hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "Have a beer! It might be a bit warm, the cooler\'s off",PerkName = "Blunt",PerkLevel = 10,isFemale = false, ShowName = true, Name = "Ed", X = 14776, Y = 6813, Z = 0, Weapon = "Base.BaseballBat",hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "In a world where the dead are returning to life, the word \'trouble\' loses much of its meaning. Welcome to what\'s left of Fiddler\'s Green",PerkName = "Blade",PerkLevel = 3,isFemale = false, ShowName = true, Name = "Kaufman", X = 14901, Y = 5628, Z = 1, Weapon = "Base.HuntingKnife",hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "Isn\'t that what we\'re doing? Pretending to be alive? Put that thing away and put on your best Sunday smile. Just, just try to be friendly",PerkName = "Aiming",PerkLevel = 5,isFemale = false, ShowName = true, Name = "Riley", X = 14897, Y = 5627, Z = 1 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "There are three things a man must do alone - be born, die and, well, we all know the other one",PerkName = "Aiming",PerkLevel = 5,isFemale = false, ShowName = true, Name = "Cholo", X = 14908, Y = 5627, Z = 1 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "Twenty years as a lifeguard teaches you to recognize people in trouble. I knew the second I saw this shitstorm, that I was in trouble and needed to save myself",PerkName = "Blade",PerkLevel = 5,isFemale = false, ShowName = true, Name = "Mitch the Lifeguard", X = 14912, Y = 4676, Z = 1, Weapon = "Base.HuntingKnife",hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "Hey. Let me tell you something. You, uh, you have my permission. I ever turn into one of those things? Do me a favor, blow my fucking head off",PerkName = "Blunt",PerkLevel = 5,isFemale = false, ShowName = true, Name = "Steve the Yuppie", X = 12638, Y = 7912, Z = 0, Weapon = "Base.BaseballBat",hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "We\'ve got... we have to wait for Johnny. We better go out and get him. We have to go out and get Johnny. He\'s out there. Please, don\'t you hear me?",PerkName = "Blade",PerkLevel = 5,isFemale = true, ShowName = true, Name = "Barbara", X = 10595, Y = 7811, Z = 0, Weapon = "Base.HuntingKnife",hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "That girl was screaming. Surely you know what a girl screaming sounds like? Those things don\'t make any noise. Anybody would know somebody needed help!",PerkName = "Aiming",PerkLevel = 5,isFemale = false, ShowName = true, Name = "Ben", X = 10598, Y = 7807, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "They have overrun us, you know? We\'re in the minority now. Something like four hundred thousand to one, by my calculations. I haven\'t eaten. Is there food?",PerkName = "Blade",PerkLevel = 5,isFemale = false, ShowName = true, Name = "Dr. Logan", X = (-9*300) + 7807, Y = 8589, Z = 3, Weapon = "Base.HuntingKnife",hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "I\'ll kill each and every one of you to stay alive! You hear me? The plan is you drink a nice tall glass of shut the fuck up!",PerkName = "Aiming",PerkLevel = 5,isFemale = false, ShowName = true, Name = "CJ the Security Guard", X = 7695, Y = 5775, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "My granddad was a priest in Trinidad. He used to tell us, \'When there\'s no more room in hell, the dead will walk the Earth\'",PerkName = "Blade",PerkLevel = 5,isFemale = false, ShowName = true, Name = "Peter", X = 8571, Y = 10342, Z = 2, Weapon = "Base.HuntingKnife",hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "I\'m afraid. You\'re hypnotized by this place. All of you! You don\'t see that it\'s not a sanctuary, it\'s a prison! Let\'s just take what we need and get out of here!",PerkName = "Blade",PerkLevel = 5,isFemale = true, ShowName = true, Name = "Francine", X = 8578, Y = 10342, Z = 2, Weapon = "Base.HuntingKnife",hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "I\'m sure you didn\'t just tag along so we could sing Kumbiya together at some boyscout bonfire, then again, maybe you did",PerkName = "Aiming",PerkLevel = 10,isFemale = false, ShowName = true, Name = "Agent Leon", X = 10978, Y = 14185, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "In a survival situation, you must exist in a constant state of hope if you are to make it out alive. There\'s no room for bravado when you\'re alone in the bush",PerkName = "Blade",PerkLevel = 10,isFemale = false, ShowName = true, Name = "Les", X = 13526, Y = 10716, Z = 2, Weapon = "Base.HuntingKnife",hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "I\'m going to let you in on a little secret: every day, once a day, give yourself a present. Don\'t plan it; don\'t wait for it; just let it happen. It could be a new shirt in a men\'s store, a catnap in your office chair, or two cups of good, hot, black, coffee",PerkName = "Aiming",PerkLevel = 10,isFemale = false, ShowName = true, Name = "Agent Cooper", X = 2520, Y = 13260, Z = 1 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "It\'s time to evolve. That\'s why we\'re troubled. You know why our institutions have failed us, the church, the state, everything\'s failing? It\'s because, um – they\'re no longer relevant. We\'re supposed to keep evolving. Evolution did not end with us growing opposable thumbs. You do know that, right?",PerkName = "Blade",PerkLevel = 10,isFemale = false, ShowName = true, Name = "Bill", X = 11754, Y = 11422, Z = 3, Weapon = "Base.HuntingKnife",hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "You\'ll have some tea... are you sure you don\'t want any? Aw go on, you\'ll have some. Go on go on go on go on go on go on go on go on GO ON!",PerkName = "Blade",PerkLevel = 5,isFemale = true, ShowName = true, Name = "Mrs Doyle the Church Lady", X = 12402, Y = 9379, Z = 1, Weapon = "Base.KitchenKnife",hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "For a while I was away, far away, in the hands of men with no faces. They broke me down, broke my story down, and convinced me it hadn\'t happened the way I remembered. Now, if you can help me, I, uh, I can make it worth your while",PerkName = "Blunt",PerkLevel = 10,isFemale = false, ShowName = true, Name = "Kolchak the Reporter", X = 9136, Y = 15565, Z = 1 , Weapon = "Base.Plank",hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "We don\'t have decent radio gear. Now, you\'re telling me that you don\'t have the shit you need? We\'re running low on ammunition. We\'re running low on men for Christ\'s sake!",PerkName = "Aiming",PerkLevel = 5,isFemale = false, ShowName = true, Name = "Captain Rhodes", X = 13415, Y = 13927, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {PerkName = "Aiming",PerkLevel = 5,isFemale = false, ShowName = true, Name = "Pvt. Steel", X = 13413, Y = 13926, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {PerkName = "Aiming",PerkLevel = 5,isFemale = false, ShowName = true, Name = "Pvt. Rickles", X = 13413, Y = 13928, Z = 0 , Weapon = getWeapon("Base.HuntingRifle"),hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "If it bleeds, we can kill it.",PerkName = "Aiming",PerkLevel = 10,isFemale = false, ShowName = true, Name = "Dutch", X = (-4*300) + 8277, Y = (2*300) + 9567, Z = 1, Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "Well, when you come to think about it, all that a person has is other folks. And I reckon there\'s a few folks left in these parts that could use a helping hand",PerkName = "Blunt",PerkLevel = 10,isFemale = false, ShowName = true, Name = "Grizzly the Bear Tamer", X = 4781, Y = 12711, Z = 0 , Weapon = "Base.BaseballBat",hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "I\'m a man with a van. If you have a van, we could be men with ven... You got any olives? I\'ve gone fucking mental for olives... I\'m craving the salt you see...",PerkName = "Blade",PerkLevel = 10,isFemale = false, ShowName = true, Name = "Simon", X = 2229, Y = 13705, Z = 0 , Weapon = "Base.HuntingKnife",hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "Red phosphorus in the presence of moisture and accelerated by heat yields phosphorus hydride. Phosphine gas. One good wiff, and phewf...",PerkName = "Aiming",PerkLevel = 5,isFemale = false, ShowName = true, Name = "Walter", X = 11556, Y = 6120, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "Help me! You\'re my only hope!",PerkName = "Aiming",PerkLevel = 5,isFemale = true, ShowName = true, Name = "Leia", X = 9880, Y = 7693, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "Welcome to our gated community. We need help. Once you are done clearing up the vermin here, I will make you some tea that will help you relax",PerkName = "Blade",PerkLevel = 3,isFemale = true, ShowName = true, Name = "Missy", X = 9748, Y = 11475, Z = 0 , Weapon = "Base.KitchenKnife",hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "You know what I say? I say one down, a couple hundred thousand to go. I don\'t mean to get on my high horse, but I\'m telling you I do not like the zombies, I\'m sick of it, they\'re taking over, they\'re like rats, they\'re destroying the ecosystem. I see a dead zombie on the side of the road and I think \'That\'s a start\'",PerkName = "Blunt",PerkLevel = 3,isFemale = false, ShowName = true, Name = "Dean", X = 9742, Y = 11472, Z = 0 , Weapon = "Base.BaseballBat",hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "Vegetarians are cool. All I eat are vegetarians - except for the occasional mountain lion or survivor steak",PerkName = "Aiming",PerkLevel = 3,isFemale = false, ShowName = true, Name = "Ted", X = 13136, Y = 7933, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Standing Ground", isHostile = true};
PresetSpawns[getPSID()] = {Greeting = "Hey, I\'m \'Hawk\' from the TV Show \'American Gladiators\'. Great to see someone alive. My fans used to just want autographs, now they really want a piece of me!",PerkName = "Blunt",PerkLevel = 5,isFemale = false, ShowName = true, Name = "Hawk", X = 8845, Y = 10713, Z = 1 , Weapon = "Base.BaseballBat",hasOrder = true, Orders = "Standing Ground", isHostile = false};
---
PresetSpawns[getPSID()] = {Greeting = "We\'ve been overrun!", ShowName = true, Name = "A Savior", X = 10569, Y = 14463, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Guard", isHostile = true};
PresetSpawns[getPSID()] = {Greeting = "Who left the gates open!!?", ShowName = true, Name = "A Savior", X = 10572, Y = 14454, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Guard", isHostile = true};
PresetSpawns[getPSID()] = {Greeting = "What the hell! Where did all these zombies come from?", ShowName = true, Name = "A Savior", X = 10623, Y = 14468, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Explore", isHostile = true};
PresetSpawns[getPSID()] = {Greeting = "That dipshit who was on gate duty split!", ShowName = true, Name = "A Savior", X = 10560, Y = 14495, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Explore", isHostile = true};
PresetSpawns[getPSID()] = {Greeting = "When we catch who is responsible for this, he'\s going into the arena!", ShowName = true, Name = "A Savior", X = 10606, Y = 14514, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Explore", isHostile = true};
PresetSpawns[getPSID()] = {Greeting = "Let'\s not get unnecessarily emotional here. We need to clean this mess up and get those gates closed!", ShowName = true, Name = "A Savior", X = 10573, Y = 14563, Z = 0 , Weapon = getWeapon("Base.HuntingRifle"),hasOrder = true, Orders = "Explore", isHostile = true};
PresetSpawns[getPSID()] = {Greeting = "We\'ve been overrun!", ShowName = true, Name = "A Savior", X = 10581, Y = 14507, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Explore", isHostile = true};
PresetSpawns[getPSID()] = {Greeting = "Who left the gates open!!?", ShowName = true, Name = "A Savior", X = 10594, Y = 14541, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Explore", isHostile = true};
PresetSpawns[getPSID()] = {Greeting = "You let those zombies in! Now you die!", ShowName = true, Name = "I\'m Negan", X = 10600, Y = 14542, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Explore", isHostile = true};
---
PresetSpawns[getPSID()] = {Greeting = "We\'ve been overrun!", ShowName = true, Name = "A Scavenger", X = 8586, Y = 10625, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Explore", isHostile = true};
PresetSpawns[getPSID()] = {Greeting = "Who left the gates open!!?", ShowName = true, Name = "A Scavenger", X = 8573, Y = 10603, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Explore", isHostile = true};
PresetSpawns[getPSID()] = {Greeting = "What the hell! Where did all these zombies come from?", ShowName = true, Name = "A Scavenger", X = 8546, Y = 10611, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Explore", isHostile = true};
PresetSpawns[getPSID()] = {Greeting = "That dipshit who was on gate duty split!", ShowName = true, Name = "A Scavenger", X = 8516, Y = 10620, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Explore", isHostile = true};
PresetSpawns[getPSID()] = {Greeting = "When we catch who is responsible for this, he'\s going into the arena!", ShowName = true, Name = "A Scavenger", X = 8559, Y = 10664, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Explore", isHostile = true};
PresetSpawns[getPSID()] = {Greeting = "Let'\s not get unnecessarily emotional here. We need to clean this mess up and get those gates closed!", ShowName = true, Name = "A Scavenger", X = 8562, Y = 10638, Z = 0 , Weapon = getWeapon("Base.HuntingRifle"),hasOrder = true, Orders = "Explore", isHostile = true};
PresetSpawns[getPSID()] = {Greeting = "We take, we do not bother, our way", ShowName = true, isFemale = true, Name = "Jadis, Scavengers Leader", X = 8565, Y = 10638, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Explore", isHostile = true};
--Riverside AIZ Extra Spawns
PresetSpawns[getPSID()] = {Greeting = "Look at you. Getting all sentimental. We are the means to each other\'s end. We help each other get places. It is a useful arrangement. Let\'s not go confusing things with vague terms like friend",PerkName = "Blunt",PerkLevel = 5,isFemale = false, ShowName = true, Name = "Victor", X = 5735, Y = 6448, Z = 1 , Weapon = "Base.BaseballBat",hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "To kill the monster, you become the monster. You stare into the abyss, the abyss stares back. It is alive... It is hungry... And it devours",PerkName = "Blade",PerkLevel = 5,isFemale = true, ShowName = true, Name = "Alicia", X = 5421, Y = 5877, Z = 0 , Weapon = "Base.HuntingKnife",hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "I have a son. He watches me. Waiting to see how I\'ll face it, the violence. I tried so hard not to be part of it. I knew it would change me. And that he\'d see it. I can\'t tell you what you want to hear",PerkName = "Aiming",PerkLevel = 5,isFemale = false, ShowName = true, Name = "Travis", X = 6281, Y = 5448, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "We\'ve lost loved ones, too. But we can stop that. We can start over. Both of our families. We have mutual interests. The next group that finds this place, and others will find this place, they could be cruel. We\'ve seen that. They\'re not gonna ask for your help. They won\'t try to reason. They\'re not gonna talk. They\'re gonna take and they\'ll kill",PerkName = "Blade",PerkLevel = 5,isFemale = true, ShowName = true, Name = "Madison", X = 6275, Y = 5448, Z = 0 , Weapon = "Base.KitchenKnife",hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "When I was on the beach, I came face-to-face with one of them and I didn\'t feel fear, I didn\'t feel hate. I just knew I wasn\'t going to die. Not there, not that way. I move among them. Invisible. I will not die",PerkName = "Aiming",PerkLevel = 5,isFemale = false, ShowName = true, Name = "Nick", X = 6574, Y = 5365, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "My father told me not to have hatred in my heart. He said that men do these things not because of evil. They do evil because of fear. And at that moment, I realized my father is a fool, for believing there was a difference. If it happens, it will happen quickly and you must be prepared",PerkName = "Aiming",PerkLevel = 5,isFemale = false, ShowName = true, Name = "Daniel", X = 7232, Y = 8374, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "Get out of here!", ShowName = true, Name = "A Scavenger", X = 6397, Y = 5751, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Standing Ground", isHostile = true};
PresetSpawns[getPSID()] = {Greeting = "You want some?", ShowName = true, Name = "A Scavenger", X = 6392, Y = 5769, Z = 0 , Weapon = getWeapon("Base.HuntingRifle"),hasOrder = true, Orders = "Standing Ground", isHostile = true};
PresetSpawns[getPSID()] = {Greeting = "You are dead!", ShowName = true, Name = "A Scavenger", X = 6371, Y = 5770, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Standing Ground", isHostile = true};
PresetSpawns[getPSID()] = {Greeting = "What are you doing here?", ShowName = true, Name = "A Scavenger", X = 6370, Y = 5746, Z = 0 , Weapon = getWeapon("Base.HuntingRifle"),hasOrder = true, Orders = "Standing Ground", isHostile = true};
PresetSpawns[getPSID()] = {Greeting = "Get out of here!", ShowName = true, Name = "Thug", X = 12213, Y = 6479, Z = 0 , Weapon = getWeapon("Base.Shotgun"),hasOrder = true, Orders = "Explore", isHostile = true};
PresetSpawns[getPSID()] = {Greeting = "You want some?", ShowName = true, Name = "Thug", X = 12213, Y = 6483, Z = 0 , Weapon = getWeapon("Base.HuntingRifle"),hasOrder = true, Orders = "Explore", isHostile = true};
PresetSpawns[getPSID()] = {Greeting = "You are dead!", ShowName = true, Name = "Thug", X = 12216, Y = 6479, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Explore", isHostile = true};
PresetSpawns[getPSID()] = {Greeting = "What are you doing here?", ShowName = true, Name = "Thug", X = 12216, Y = 6483, Z = 0 , Weapon = getWeapon("Base.HuntingRifle"),hasOrder = true, Orders = "Explore", isHostile = true};
PresetSpawns[getPSID()] = {Greeting = "Kill Them!", ShowName = true, Name = "Thug Leader", X = 12219, Y = 6481, Z = 0 , Weapon = getWeapon("Base.HuntingRifle"),hasOrder = true, Orders = "Explore", isHostile = true};
PresetSpawns[getPSID()] = {Greeting = "How did you know I am a nurse? I\'m looking for John. He\'s a nice man. Have you seen him?",PerkName = "Aiming",PerkLevel = 5,isFemale = true, ShowName = true, Name = "June", X = 3720, Y = 6483, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "What\'s your story? Where did you come from? What\'s your name?",PerkName = "Aiming",PerkLevel = 5,isFemale = true, ShowName = true, Name = "Althea", X = 15622, Y = 14628, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Standing Ground", isHostile = false};
PresetSpawns[getPSID()] = {Greeting = "If we don\'t believe things will get better, if we don\'t believe that we can make them that way, if we don\'t fight for every day, we\'re no different than the passed",PerkName = "Aiming",PerkLevel = 5,isFemale = false, ShowName = true, Name = "John", X = 9565, Y = 17212, Z = 0 , Weapon = getWeapon("Base.Pistol"),hasOrder = true, Orders = "Standing Ground", isHostile = false};
SurvivorCount = 1;
local sc = 1;
RPresetSpawns = {};
while PresetSpawns[sc] do
local pindex = PresetSpawns[sc].X .. PresetSpawns[sc].Y;
print("pindex:"..pindex.." for index: "..sc);
RPresetSpawns[pindex] = PresetSpawns[sc];
RPresetSpawns[pindex].ID = sc;
sc = sc + 1;
end
end
Events.OnGameTimeLoaded.Add(AIZSurvivorsInit);
|
-- LuaLinq - http://code.google.com/p/lualinq/
-- ------------------------------------------------------------------------
-- Copyright (c) 2012, Marco Mastropaolo (Xanathar)
-- All rights reserved.
--
-- Redistribution and use in source and binary forms, with or without modification,
-- are permitted provided that the following conditions are met:
--
-- o Redistributions of source code must retain the above copyright notice,
-- this list of conditions and the following disclaimer.
-- o Redistributions in binary form must reproduce the above copyright notice,
-- this list of conditions and the following disclaimer in the documentation
-- and/or other materials provided with the distribution.
-- o Neither the name of Marco Mastropaolo nor the names of its contributors
-- may be used to endorse or promote products derived from this software
-- without specific prior written permission.
--
-- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
-- ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-- WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
-- IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
-- INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
-- BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
-- DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
-- LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE
-- OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED
-- OF THE POSSIBILITY OF SUCH DAMAGE.
-- ------------------------------------------------------------------------
-- how much log information is printed: 3 => verbose, 2 => info, 1 => only warning and errors, 0 => only errors, -1 => silent
LOG_LEVEL = 1
-- prefix for the printed logs
LOG_PREFIX = "LuaLinq: "
|
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style = "STYLE_BEAM",
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0.09875,
9,
0.95125,
9,
1,
3,
},
},
property_20 = {
name = "LineDistance",
type = "VARTYPE_FLOAT",
value = 1750,
},
property_12 = {
name = "Width",
type = "VARTYPE_ARRAY_TIMEFLOAT",
value = {
0,
0,
0.05,
8,
0.2,
8,
0.2,
40,
0.25,
20,
0.3,
34,
0.4,
43,
3.6,
43,
4,
40,
2,
0,
},
},
property_00 = {
name = "Duration",
type = "VARTYPE_FLOAT",
value = 8,
},
property_10 = {
name = "Texture_U_Offset",
type = "VARTYPE_ARRAY_TIMEFLOAT",
value = {
0,
0,
1,
6,
},
},
},
}
|
return function()
local CorePackages = game:GetService("CorePackages")
local CoreGui = game:GetService("CoreGui")
local InGameMenuDependencies = require(CorePackages.InGameMenuDependencies)
local Roact = InGameMenuDependencies.Roact
local RoactRodux = InGameMenuDependencies.RoactRodux
local Rodux = InGameMenuDependencies.Rodux
local UIBlox = InGameMenuDependencies.UIBlox
local InGameMenu = script.Parent.Parent
local reducer = require(InGameMenu.reducer)
local InGameMenuPolicy = require(InGameMenu.InGameMenuPolicy)
local AppDarkTheme = require(CorePackages.AppTempCommon.LuaApp.Style.Themes.DarkTheme)
local AppFont = require(CorePackages.AppTempCommon.LuaApp.Style.Fonts.Gotham)
local appStyle = {
Theme = AppDarkTheme,
Font = AppFont,
}
local mockPolicyMapper = function(policy)
return {
enableEducationalPopup = function()
return false
end,
educationalPopupMaxDisplayCount = function()
return 0
end,
}
end
local FullscreenTitleBar = require(script.Parent.FullscreenTitleBar)
local mockProps = {
titleText = "Roblox",
displayOrder = 1,
isMenuOpen = true,
isEducationalPopupEnabled = true,
maxDisplayCount = 1,
openEducationalPopup = function() end,
startLeavingGame = function() end,
}
it("should create and destroy without errors", function()
local element = Roact.createElement(RoactRodux.StoreProvider, {
store = Rodux.Store.new(reducer)
}, {
PolicyProvider = Roact.createElement(InGameMenuPolicy.Provider, {
policy = { mockPolicyMapper },
}, {
ThemeProvider = Roact.createElement(UIBlox.Core.Style.Provider, {
style = appStyle,
}, {
FullscreenTitleBar = Roact.createElement(FullscreenTitleBar, mockProps),
}),
}),
})
local handle = Roact.mount(element)
Roact.unmount(handle)
end)
it("should be a child ScreenGui of CoreGui", function()
local element = Roact.createElement(RoactRodux.StoreProvider, {
store = Rodux.Store.new(reducer)
}, {
PolicyProvider = Roact.createElement(InGameMenuPolicy.Provider, {
policy = { mockPolicyMapper },
}, {
ThemeProvider = Roact.createElement(UIBlox.Core.Style.Provider, {
style = appStyle,
}, {
FullscreenTitleBar = Roact.createElement(FullscreenTitleBar, mockProps),
}),
}),
})
local handle = Roact.mount(element)
local instance = CoreGui:FindFirstChild("InGameFullscreenTitleBarScreen")
expect(instance).to.never.equal(nil)
expect(instance.ClassName).to.equal("ScreenGui")
Roact.unmount(handle)
end)
end
|
local statement = {}
--local json = require'json'
function statement.vardecl (ast,vm,al)
local str = U.dotype(ast[0]).." ".. U.allocvar(vm,al,ast[1].content)
if ast.len==3 then
str = str .. " = " .. U.expr(ast[2],vm,al)
end
return str..";\n"
end
function statement.expr (ast,vm,al)
local e = U.expr(ast[0],vm,al)
return e..";\n"
end
local function mayexpr (ast,vm,al)
if ast.len==0 then return "" end
return U.expr(ast[0],vm,al)
end
function statement.forlp (ast,vm,al)
local B = buffer()
B:add("for(")
B:add(mayexpr(ast[0],vm,al))
B:add(";")
B:add(mayexpr(ast[1],vm,al))
B:add(";")
B:add(mayexpr(ast[2],vm,al))
B:add(")\n")
B:add(U.statement(ast[3],vm,al))
return B:str()
end
function statement.ifs (ast,vm,al)
local B = buffer()
B:add("if(")
B:add(U.expr(ast[0],vm,al))
B:add(")\n")
B:add(U.statement(ast[1],vm,al))
return B:str()
end
function statement.whlp (ast,vm,al)
local B = buffer()
B:add("while(")
B:add(U.expr(ast[0],vm,al))
B:add(")\n")
B:add(U.statement(ast[1],vm,al))
return B:str()
end
function statement.dowh (ast,vm,al)
local B = buffer()
B:add("do\n")
B:add(U.statement(ast[0],vm,al))
B:add("while(")
B:add(U.expr(ast[1],vm,al))
B:add(");\n")
return B:str()
end
function statement.block (ast,vm,al)
local B = buffer()
B:add("{\n")
vm = clone(vm)
for i=0,ast.last,1 do
b = ast[i]
B:add( U.statement(b,vm,al) )
end
B:add("}\n")
return B:str()
end
function U.statement(ast,vm,al)
return P.select(statement,ast,vm,al)
end
|
function trynumber(value, base)
return tonumber(value, base) or 0
end
function tryint(value)
return math.round(trynumber(value))
end
function trybool(value)
return (value ~= nil and value ~= false)
end
function trytable(value)
if type(value) ~= "table" then value = {} end
return value
end
|
local PLUGIN = PLUGIN
local backgroundColor = Color(0, 0, 0, 66)
local PANEL = {}
function PANEL:Init()
if (IsValid(ix.gui.teams)) then
ix.gui.teams:Remove()
end
ix.gui.teams = self
self:Dock(FILL)
self.teams = {}
self.teamButtons = {}
self.teamSubpanels = {}
self.teamsPanel = self:Add("ixHelpMenuCategories")
self.teamsPanel.Paint = function(this, width, height)
surface.SetDrawColor(backgroundColor)
surface.DrawRect(0, 0, width, height)
end
self.teamButtonPanel = self.teamsPanel:Add("DScrollPanel")
self.teamButtonPanel:Dock(FILL)
self.canvasPanel = self:Add("EditablePanel")
self.canvasPanel:Dock(FILL)
local teams = {}
hook.Run("PopulateTeamMenu", teams)
for k, v in pairs(teams) do
self:AddTeam(k)
self.teams[k] = v
end
local createButton = self.teamsPanel:Add("ixMenuButton")
createButton:SetText("tabCreateTeam")
createButton:SizeToContents()
createButton:SetZPos(-99)
createButton:Dock(BOTTOM)
createButton.DoClick = function()
ix.command.Send("PTCreate")
end
self.teamsPanel:SizeToContents()
if (LocalPlayer().curTeam) then
if (IsValid(createButton)) then
createButton:Remove()
end
local leaveButton = self.teamsPanel:Add("ixMenuButton")
leaveButton:SetText("tabLeaveTeam")
leaveButton:SizeToContents()
leaveButton:Dock(BOTTOM)
leaveButton.DoClick = function()
ix.command.Send("PTLeave")
end
end
if (self.teams[ix.gui.lastTeamMenuTab] or LocalPlayer().curTeam) then
local lastTab = self.teams[ix.gui.lastTeamMenuTab] and ix.gui.lastTeamMenuTab or LocalPlayer().curTeam
self:OnCategorySelected(lastTab)
end
end
function PANEL:AddTeam(name)
local button = self.teamButtonPanel:Add("ixMenuButton")
button:SetText(L("TeamName", name))
button:SetBackgroundColor(ix.config.Get("color"))
button.backgroundAlpha = 255
button:SizeToContents()
button:Dock(TOP)
button.DoClick = function(this)
self:OnCategorySelected(name)
end
button.DoRightClick = function(this)
if ((LocalPlayer().curTeam != name or !LocalPlayer().isTeamOwner) and !LocalPlayer():IsDispatch()) then return end
local reassignMenu = DermaMenu(this)
reassignMenu:AddOption(L("TeamReassign"), function()
Derma_StringRequest(L("cmdPTReassign"), L("cmdReassignPTDesc"), name, function(text) ix.command.Send("PTReassign", text, name) end)
end)
reassignMenu:Open()
this.Menu = reassignMenu
end
local panel = self.canvasPanel:Add("DScrollPanel")
panel:SetVisible(false)
panel:Dock(FILL)
-- reverts functionality back to a standard panel in the case that a category will manage its own scrolling
panel.DisableScrolling = function()
panel:GetCanvas():SetVisible(false)
panel:GetVBar():SetVisible(false)
panel.OnChildAdded = function() end
end
button.Paint = function(this, width, height)
local alpha = panel:IsVisible() and this.backgroundAlpha or this.currentBackgroundAlpha
surface.SetDrawColor(ColorAlpha(ix.config.Get("color"), alpha))
surface.DrawRect(0, 0, width, height)
end
self.teamSubpanels[name] = panel
return button
end
function PANEL:OnCategorySelected(name)
local panel = self.teamSubpanels[name]
if (!IsValid(panel)) then
return
end
if (!panel.bPopulated) then
self.teams[name](panel)
panel.bPopulated = true
end
if (IsValid(self.activeTeam)) then
self.activeTeam:SetVisible(false)
end
panel:SetVisible(true)
self.activeTeam = panel
ix.gui.lastTeamMenuTab = name
self:OnTeamSelected(name)
end
function PANEL:OnTeamSelected(index)
if (LocalPlayer().curTeam != index and !LocalPlayer().curTeam) then
if (IsValid(self.joinButton)) then
self.joinButton:Remove()
end
self.joinButton = self.teamsPanel:Add("ixMenuButton")
self.joinButton:SetText("tabJoinTeam")
self.joinButton:SizeToContents()
self.joinButton:Dock(BOTTOM)
self.joinButton.DoClick = function(this)
ix.command.Send("PTJoin", index)
end
end
end
vgui.Register("ixTeamMenu", PANEL, "EditablePanel")
hook.Add("CreateMenuButtons", "ixTeamMenu", function(tabs)
if (!LocalPlayer():IsCombine()) then return end
tabs["tabProtectionTeam"] = function(container)
container:Add("ixTeamMenu")
end
end)
hook.Add("PopulateTeamMenu", "ixTeamMenu", function(tabs)
if (!PLUGIN.teams or table.IsEmpty(PLUGIN.teams)) then return end
for k, v in pairs(PLUGIN.teams) do
tabs[k] = function(container)
container:DisableScrolling()
local panel = container:Add("DScrollPanel")
panel:Dock(FILL)
local memberList = {}
for k2, v2 in pairs(v["members"]) do
if (v2.isTeamOwner) then
memberList[#memberList + 1] = {
client = v2,
owner = 1
}
else
memberList[#memberList + 1] = {
client = v2,
owner = 99
}
end
end
for k2, v2 in SortedPairsByMemberValue(memberList, "owner", false) do
if(IsValid(v2.client)) then
local member = panel:Add("ixMenuButton")
member:SetFont("ixMenuButtonFont")
member:SetText(v2.client:Name() or "Unknown")
member:SizeToContents()
member:Dock(TOP)
member.Paint = function(this, width, height)
derma.SkinFunc("DrawImportantBackground", 0, 0, width, height, ColorAlpha(this.backgroundColor, this.currentBackgroundAlpha))
end
member.DoRightClick = function(this)
if (!LocalPlayer():IsDispatch()) then
if (!LocalPlayer().isTeamOwner or LocalPlayer().curTeam != k) then return end
end
local interactMenu = DermaMenu(this)
local member = interactMenu:AddOption(v2.client:Name())
member:SetContentAlignment(5)
member.Paint = function(this, width, height) end
local spacer = interactMenu:AddSpacer()
spacer.Paint = function(this, width, height)
surface.SetDrawColor( Color( 255, 255, 255, 100 ) )
surface.DrawRect( 0, 0, width, height )
end
interactMenu:AddOption(L("TeamTransferOwner"), function()
ix.command.Send("PTLead", v2.client:Name())
end):SetIcon( "icon16/award_star_gold_1.png" )
interactMenu:AddOption(L("TeamKickMember"), function()
ix.command.Send("PTKick", v2.client:Name())
end):SetIcon( "icon16/cross.png" )
interactMenu:Open()
this.Menu = interactMenu
end
if (v2.client.isTeamOwner) then
member.backgroundColor = Color(50,150,100)
end
else
memberList[k2] = nil
end
end
end
end
end)
|
---------------
---- ## A Boundary Plugin Framework for Luvit.
----
---- For easy development of custom Boundary.com plugins.
----
---- [Github Page](https://github.com/GabrielNicolasAvellaneda/boundary-plugin-framework-lua)
----
---- @author Gabriel Nicolas Avellaneda <avellaneda.gabriel@gmail.com>
---- @copyright Boundary.com 2015
---- @license Apache 2.0
---------------
local Emitter = require('core').Emitter
local Object = require('core').Object
local timer = require('timer')
local math = require('math')
local string = require('string')
local os = require('os')
local io = require('io')
local http = require('http')
local https = require('https')
local net = require('net')
local bit = require('bit')
local table = require('table')
local childprocess = require('childprocess')
local json = require('json')
local _url = require('url')
local framework = {}
local querystring = require('querystring')
local boundary = require('boundary')
framework.version = '0.9.2'
framework.boundary = boundary
framework.params = boundary.param or {}
framework.string = {}
framework.functional = {}
framework.table = {}
framework.util = {}
framework.http = {}
-- Remove this when we migrate to luvit 2.0.x
function framework.util.parseUrl(url, parseQueryString)
assert(url, 'parse expect a non-nil value')
local href = url
local chunk, protocol = url:match("^(([a-z0-9+]+)://)")
url = url:sub((chunk and #chunk or 0) + 1)
local auth
chunk, auth = url:match('(([0-9a-zA-Z]+:?[0-9a-zA-Z]+)@)')
url = url:sub((chunk and #chunk or 0) + 1)
local host
local hostname
local port
if protocol then
host = url:match("^([%a%.%d-]+:?%d*)")
if host then
hostname = host:match("^([^:/]+)")
port = host:match(":(%d+)$")
end
url = url:sub((host and #host or 0) + 1)
end
host = hostname -- Just to be compatible with our code base. Discuss this.
local path
local pathname
local search
local query
local hash
hash = url:match("(#.*)$")
url = url:sub(1, (#url - (hash and #hash or 0)))
if url ~= '' then
path = url
local temp
temp = url:match("^[^?]*")
if temp ~= '' then
pathname = temp
end
temp = url:sub((pathname and #pathname or 0) + 1)
if temp ~= '' then
search = temp
end
if search then
temp = search:sub(2)
if temp ~= '' then
query = temp
end
end
end
if parseQueryString then
query = querystring.parse(query)
end
return {
href = href,
protocol = protocol,
host = host,
hostname = hostname,
port = port,
path = path or '/',
pathname = pathname or '/',
search = search,
query = query,
auth = auth,
hash = hash
}
end
_url.parse = framework.util.parseUrl
-- Propagate the event to another emitter.
-- TODO: Will be removed when migrating to luvit 2.0.x
function Emitter:propagate(eventName, target)
if (target and target.emit) then
self:on(eventName, function (...) target:emit(eventName, ...) end)
return target
end
return self
end
do
local encode_alphabet = {
'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N', 'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z',
'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j', 'k', 'l', 'm', 'n', 'o', 'p', 'q', 'r', 's', 't', 'u', 'v', 'w', 'x', 'y', 'z',
'0', '1', '2', '3', '4', '5', '6', '7', '8', '9', '+', '/'
}
local decode_alphabet = {}
for i, v in ipairs(encode_alphabet) do
decode_alphabet[v] = i-1
end
local function translate(sixbit)
return encode_alphabet[sixbit + 1]
end
local function unTranslate(char)
return decode_alphabet[char]
end
local function toBytes(str)
return { str:byte(1, #str) }
end
local function mask6bits(byte)
return bit.band(0x3f, byte)
end
local function pad(bytes)
local to_pad = 3 - #bytes % 3
while to_pad > 0 and to_pad ~= 3 do
table.insert(bytes, 0x0)
to_pad = to_pad - 1
end
return bytes
end
local function encode(str, no_padding)
local bytes = toBytes(str)
local bytesTotal = #bytes
if bytesTotal == 0 then
return ''
end
bytes = pad(bytes)
local output = {}
local i = 1
while i < #bytes do
-- read three bytes into a 24 bit buffer to produce 4 coded bytes.
local buffer = bit.rol(bytes[i], 16)
buffer = bit.bor(buffer, bit.rol(bytes[i+1], 8))
buffer = bit.bor(buffer, bytes[i+2])
-- get six bits at a time and translate to base64
for j = 18, 0, -6 do
table.insert(output, translate(mask6bits(bit.ror(buffer, j))))
end
i = i + 3
end
-- If was padded then replace with = characters
local padding_char = no_padding and '' or '='
if bytesTotal % 3 == 1 then
output[#output-1] = padding_char
output[#output] = padding_char
elseif bytesTotal % 3 == 2 then
output[#output] = padding_char
end
return table.concat(output)
end
local function decode(str)
-- take four encoded octets and produce 3 decoded bytes.
local output = {}
local i = 1
while i < #str do
local buffer = 0
-- get the octet represented by the coded base64 char
-- shift left by 6 bits and or
-- mask the 3 bytes, and convert to ascii
for j = 18, 0, -6 do
local octet = unTranslate(str:sub(i, i))
buffer = bit.bor(bit.rol(octet, j), buffer)
i = i + 1
end
for j = 16, 0, -8 do
local byte = bit.band(0xff, bit.ror(buffer, j))
table.insert(output, byte)
end
end
return string.char(unpack(output))
end
framework.util.base64Encode = encode
framework.util.base64Decode = decode
end
do
local _pairs = pairs({ a = 0 }) -- get the generating function from pairs
local gpairs = function(t, key)
local value
key, value = _pairs(t, key)
return key, key, value
end
local function iterator (obj, param, state)
if (type(obj) == 'table') then
if #obj > 0 then
return ipairs(obj)
else
return gpairs, obj, nil
end
elseif type(obj) == 'function' then
return obj, param, state
end
error(("object %s of type %s can not be iterated."):format(obj, type(obj)))
end
local function call(func, state, ...)
if state == nil then
return nil
end
return state, func(...)
end
local function _each(func, gen, param, state)
repeat
state = call(func, gen(param, state))
until state == nil
end
local function each(func, gen, param, state)
_each(func, iterator(gen, param, state))
end
framework.functional.each = each
local function toMap(gen, param, state)
local t = {}
each(function (k, v)
v = v or k
t[k] = v
end, gen, param, state)
return t
end
framework.functional.toMap = toMap
-- naive version of map
local function map(func, xs)
local t = {}
table.foreach(xs, function (i, v)
--t[i] = func(v, i)
table.insert(t, func(v))
end)
return t
end
framework.functional.map = map
-- naive version of filter
local function filter(func, xs)
local t = {}
table.foreach(xs, function (i, v)
if func(v) then
table.insert(t, v)
--t[i] = v
end
end)
return t
end
framework.functional.filter = filter
-- naive version of reduce
local function reduce(func, acc, xs)
table.foreach(xs, function (i, v)
acc = func(acc, v)
end)
return acc
end
framework.functional.reduce = reduce
end
--- Trim blanks from the string
function framework.string.trim(self)
return string.match(self, '^%s*(.-)%s*$')
end
function framework.string.charAt(self, i)
return string.sub(self, i, i)
end
local charAt = framework.string.charAt
function framework.util.parseLinks(data)
local links = {}
for link in string.gmatch(data, '<a%s+h?ref=["\']([^"^\']+)["\'][^>]*>[^<]*</%s*a>') do
table.insert(links, link)
end
return links
end
function framework.util.isRelativeLink(link)
return not string.match(link, '^https?')
end
local trim = framework.string.trim
function framework.util.absoluteLink(basePath, link)
return basePath .. trim(link)
end
--- Wraps a function to calculate the time passed between the wrap and the function execution.
function framework.util.timed(func, startTime)
startTime = startTime or os.time()
return function(...)
return os.time() - startTime, func(...)
end
end
function framework.util.isHttpSuccess(status)
return status >= 200 and status < 300
end
function framework.util.round(val, decimal)
assert(val, 'round expect a non-nil value')
if (decimal) then
return math.floor( (val * 10^decimal) + 0.5) / (10^decimal)
else
return math.floor(val+0.5)
end
end
function framework.util.currentTimestamp()
return os.time()
end
local currentTimestamp = framework.util.currentTimestamp
function framework.util.megaBytesToBytes(mb)
return mb * 1024 * 1024
end
function framework.functional.partial(func, x)
return function (...)
return func(x, ...)
end
end
function framework.functional.identity(x)
return x
end
local identity = framework.functional.identity
function framework.functional.compose(f, g)
return function(...)
return g(f(...))
end
end
function framework.table.get(key, map)
if type(map) ~= 'table' then
return nil
end
return map[key]
end
function framework.table.indexOf(self, value)
if type(self) ~= 'table' then
return nil
end
for i,v in ipairs(self) do
if value == v then
return i
end
end
return nil
end
function framework.table.keys(t)
local result = {}
for k,_ in pairs(t) do
table.insert(result, k)
end
return result
end
local clone
clone = function (t)
if type(t) ~= 'table' then return t end
local meta = getmetatable(t)
local target = {}
for k,v in pairs(t) do
if type(v) == 'table' then
target[k] = clone(v)
else
target[k] = v
end
end
setmetatable(target, meta)
return target
end
framework.table.clone = clone
function framework.string.contains(pattern, str)
local s,_ = string.find(str, pattern)
return s ~= nil
end
function framework.string.replace(str, map)
for k, v in pairs(map) do
str = str:gsub('{' .. k .. '}', v)
end
return str
end
function framework.string.escape(str)
local s, _ = string.gsub(str, '%.', '%%.')
s, _ = string.gsub(s, '%-', '%%-')
return s
end
function framework.string.urldecode(str)
local char, gsub, tonumber = string.char, string.gsub, tonumber
local function _(hex) return char(tonumber(hex, 16)) end
str = gsub(str, '%%(%x%x)', _)
return str
end
function framework.string.urlencode(str)
if str then
str = string.gsub(str, '\n', '\r\n')
str = string.gsub(str, '([^%w])', function(c)
return string.format('%%%02X', string.byte(c))
end)
end
return str
end
function framework.string.jsonsplit(self)
local outResults = {}
local theStart,theSplitEnd = string.find(self, "{")
local numOpens = theStart and 1 or 0
theSplitEnd = theSplitEnd and theSplitEnd + 1
while theSplitEnd < string.len(self) do
if self[theSplitEnd] == '{' then
numOpens = numOpens + 1
elseif self[theSplitEnd] == '}' then
numOpens = numOpens - 1
end
if numOpens == 0 then
table.insert( outResults, string.sub ( self, theStart, theSplitEnd ) )
theStart,theSplitEnd = string.find(self, "{", theSplitEnd)
numOpens = theStart and 0 or 1
theSplitEnd = theSplitEnd or string.len(self)
end
theSplitEnd = theSplitEnd + 1
end
return outResults
end
-- TODO: To be composable we need to change this interface to gsplit(separator, data)
function framework.string.gsplit(data, separator)
local pos = 1
local iter = function()
if not pos then -- stop the generator (maybe using stateless is a better option?)
return nil
end
local s, e = string.find(data, separator, pos)
if s then
local part = string.sub(data, pos, s-1)
pos = e + 1
return part
else
local part = string.sub(data, pos)
pos = nil
return part
end
end
return iter, data, 1
end
local gsplit = framework.string.gsplit
function framework.string.isplit(data, separator, func)
for part in gsplit(data, separator) do
func(part)
end
end
local isplit = framework.string.isplit
function framework.string.split(data, separator)
if not data then
return nil
end
local result = {}
isplit(data, separator, function (part) table.insert(result, part) end)
return result
end
local split = framework.string.split
function framework.util.pack(metric, value, timestamp, source)
return { metric = metric, value = value, timestamp = timestamp, source = source }
end
function framework.util.packValue(value, timestamp, source)
return { value = value, timestamp = timestamp, source = source }
end
--- Check if the string is empty. Before checking it will be trimmed to remove blank spaces.
function framework.string.isEmpty(str)
return (str == nil or framework.string.trim(str) == '')
end
local isEmpty = framework.string.isEmpty
--- If not empty returns the value. If is empty, an a default value was specified, it will return that value.
function framework.string.notEmpty(str, default)
return not framework.string.isEmpty(str) and str or default
end
local notEmpty = framework.string.notEmpty
function framework.string.concat(s1, s2, char)
if isEmpty(s2) then
return s1
end
return s1 .. char .. s2
end
function framework.table.create(keys, values)
local result = {}
for i, k in ipairs(keys) do
if notEmpty(trim(k)) then
result[k] = values[i]
end
end
return result
end
function framework.util.parseValue(x)
return tonumber(x) or (isEmpty(x) and 0) or tostring(x) or 0
end
local parseValue = framework.util.parseValue
local map = framework.functional.map
-- TODO: Convert this to a generator
-- TODO: Use gsplit instead of split
function framework.string.parseCSV(data, separator, comment, header)
separator = separator or ','
local parsed = {}
local lines = split(data, '\n')
local headers
if header then
local header_line = string.match(lines[1], comment .. '%s*([' .. separator .. '%S]+)%s*')
headers = split(trim(header_line), separator)
end
for _, v in ipairs(lines) do
if notEmpty(v) then
if not comment or not (charAt(v, 1) == comment) then
local values = split(v, separator)
values = map(parseValue, values)
if headers then
table.insert(parsed, framework.table.create(headers, values))
else
table.insert(parsed, values)
end
end
end
end
return parsed
end
function framework.util.auth(username, password)
return notEmpty(username) and notEmpty(password) and (username .. ':' .. password) or nil
end
-- Returns an string for a Boundary Meter event.
-- @param type could be 'CRITICAL', 'ERROR', 'WARN', 'INFO'
function framework.util.eventString(type, message, tags)
tags = tags or ''
return string.format('_bevent: %s |t:%s|tags:%s', message, type, tags)
end
local eventString = framework.util.eventString
-- You can call framework.string() to export all functions to the string table to the global table for easy access.
local function exportable(t)
setmetatable(t, {
__call = function (u, warn)
for k,v in pairs(u) do
if (warn) then
if _G[k] ~= nil then
process.stderr:write('Warning: Overriding function ' .. k ..' on global space.')
end
end
_G[k] = v
end
end
})
end
-- Allow to export functions to global table
exportable(framework.string)
exportable(framework.util)
exportable(framework.functional)
exportable(framework.table)
exportable(framework.http)
--- Cache class.
-- @type Cache
local Cache = Object:extend()
function Cache:initialize(func)
self.func = func
self.cache = {}
end
function Cache:get(key)
assert(key, 'Cache:get key must be non-nil')
local result = self.cache[key]
if not result then
result = self.func()
self.cache[key] = result -- now cache the value
end
return result
end
framework.Cache = Cache
--- DataSource class.
-- @type DataSource
local DataSource = Emitter:extend()
--- DataSource is the base class for any DataSource you want to implement. By default accepts a function/closure that will be called each fetch call.
framework.DataSource = DataSource
--- DataSource constructor.
-- @name DataSource:new
function DataSource:initialize(func)
self.func = func
end
--- Chain the fetch result to the execution of the fetch on another DataSource.
-- @param data_source the DataSource that will be fetched passing the transformed result of the fetch operation.
-- @param transform (optional) transform function to be called on the result of the fetch operation in this instance.
-- @usage: first_ds:chain(second_ds, transformFunc):chain(third_ds, transformFunc)
function DataSource:chain(data_source, transform)
assert(data_source, 'chain: data_source not set.')
self.chained = { data_source, transform }
return data_source
end
function DataSource:onFetch()
self:emit('onFetch')
end
--- Fetch data from the datasource. This is an abstract method.
-- @param context Context information, this can be the caller or another object that you want to set.
-- @param callback A function that will be called when the fetch operation is done. If there are another DataSource chained, this call will be made when the ultimate DataSource in the chain is done.
function DataSource:fetch(context, callback, params)
self:onFetch(context, callback, params)
local result = self.func(params)
self:processResult(context, callback, result)
end
function DataSource:processResult(context, callback, ...)
if self.chained then
local ds, transform = unpack(self.chained)
if type(ds) == 'function' then
local f = ds
local data_sources = f(self, callback, ...)
if type(data_sources) == 'table' then
for i, v in ipairs(data_sources) do
v:fetch(self, callback, ...) -- TODO: This datasources where created by the function chained. Pass parameters on the constructor?
end
else
--TODO: Use the result of f() or just result? because f can be also a transform function and if you are asigning to a chain the result of this will be the continuated value.
callback(...)
end
else
transform = transform or identity
ds:fetch(self, callback, transform(...))
end
else
callback(...)
end
end
--- NetDataSource class.
-- @type NetDataSource
local NetDataSource = DataSource:extend()
function NetDataSource:initialize(host, port, close_connection)
self.host = host
self.port = port
self.close_connection = close_connection or false
end
function NetDataSource:onFetch(socket)
error('you must override the NetDataSource:onFetch')
end
--- Fetch data from the configured host and port
-- @param context How calls this functions
-- @func callback A callback that gets called when there is some data on the socket.
function NetDataSource:fetch(context, callback)
self:connect(function ()
self:onFetch(self.socket)
if callback then
self.socket:once('data', function (data)
callback(data)
if self.close_connection then
self:disconnect()
end
end)
else
if self.close_connection then
self:disconnect()
end
end
end)
end
function NetDataSource:disconnect()
self.socket:done()
self.socket = nil
end
function NetDataSource:connect(callback)
if self.socket then
callback()
return
end
self.socket = net.createConnection(self.port, self.host, callback)
self.socket:on('error', function (err) self:emit('error', 'Socket error: ' .. err.message) end)
end
framework.NetDataSource = NetDataSource
--- DataSourcePoller class
-- @type DataSourcePoller
local DataSourcePoller = Emitter:extend()
--- DataSourcePoller constructor.
-- DataSourcePoller Polls a DataSource at the specified interval and calls a callback when there is some data available.
-- @int pollInterval number of milliseconds to poll for data
-- @param dataSource A DataSource to be polled
-- @name DataSourcePoller:new
function DataSourcePoller:initialize(pollInterval, dataSource)
self.pollInterval = pollInterval
self.dataSource = dataSource
dataSource:propagate('error', self)
end
function DataSourcePoller:_poll(callback)
self.dataSource:fetch(self, callback)
timer.setTimeout(self.pollInterval, function () self:_poll(callback) end)
end
--- Start polling for data.
-- @func callback A callback function to call when the DataSource returns some data.
function DataSourcePoller:run(callback)
if self.running then
return
end
self.running = true
self:_poll(callback)
end
--- Plugin Class.
-- @type Plugin
local Plugin = Emitter:extend()
framework.Plugin = Plugin
--- Plugin constructor.
-- A base plugin implementation that accept a dataSource and polls periodically for new data and format the output so the boundary meter can collect the metrics.
-- @param params is a table of options that can be:
-- pollInterval (optional) the poll interval between data fetchs. This is required if you pass a plain DataSource and not a DataSourcePoller.
-- source (optional)
-- version (options) the version of the plugin.
-- @param dataSource A DataSource that will be polled for data.
-- If is a DataSource a DataSourcePoller will be created internally to pool for data
-- It can also be a DataSourcePoller or PollerCollection.
-- @name Plugin:new
function Plugin:initialize(params, dataSource)
assert(dataSource, 'Plugin:new dataSource is required.')
local pollInterval = params.pollInterval or 1000
if not Plugin:_isPoller(dataSource) then
self.dataSource = DataSourcePoller:new(pollInterval, dataSource)
self.dataSource:propagate('error', self)
else
self.dataSource = dataSource
end
self.source = notEmpty(params.source, os.hostname())
self.version = params.version or '1.0'
self.name = params.name or 'Boundary Plugin'
self.tags = params.tags or ''
dataSource:propagate('error', self)
self:on('error', function (err) self:error(err) end)
end
function Plugin:printError(err)
self:printEvent('error', err)
end
function Plugin:printInfo(msg)
self:printEvent('info', msg)
end
function Plugin:printWarn(msg)
self:printEvent('warn', msg)
end
function Plugin:printCritical(msg)
self:printEvent('critical', msg)
end
-- TODO: Add a unit test
function framework.table.merge(t1, t2)
local output = clone(t1)
for k, v in pairs(t2) do
if type(k) == 'number' then
table.insert(output, v)
else
output[k] = v
end
end
return output
end
local merge = framework.table.merge
function Plugin.formatMessage(name, version, msg)
return string.format('%s version %s: %s', name, version, msg)
end
function Plugin.formatTags(tags)
tags = tags or {}
if type(tags) == 'string' then
tags = split(tags, ',')
end
return table.concat(merge({'lua', 'plugin'}, tags), ',')
end
function Plugin:printEvent(eventType, msg)
msg = Plugin.formatMessage(self.name, self.version, msg)
local tags = Plugin.formatTags(self.tags)
print(eventString(eventType, msg, tags))
end
function Plugin:emitEvent(type, msg)
self:printEvent(type, msg)
end
function Plugin:_isPoller(poller)
return poller.run
end
--- Called when the Plugin detect and error in one of his components.
-- @param err the error emitted by one of the component that failed.
function Plugin:error(err)
local msg
if type(err) == 'table' and err.message then
msg = err.message
else
msg = tostring(err)
end
self:printError(msg)
end
--- Run the plugin and start polling from the configured DataSource
function Plugin:run()
self:printInfo('Up')
self.dataSource:run(function (...) self:parseValues(...) end)
end
-- TODO: Use pcall?
function Plugin:parseValues(...)
local metrics = self:onParseValues(...)
if not metrics then
return
end
self:report(metrics)
end
function Plugin:onParseValues(...)
error('You must implement onParseValues')
end
function Plugin:report(metrics)
self:emit('report')
self:onReport(metrics)
end
function Plugin:onReport(metrics)
-- metrics can be { metric = value }
-- or {metric = {value, source}}
-- or {metric = {{value, source}, {value, source}, {value, source}}
-- or {metric, value, source}
-- or {{metric, value, source, timestamp}}
for metric, v in pairs(metrics) do
-- { { metric, value .. }, { metric, value .. } }
if type(metric) == 'number' then
print(self:format(v.metric, v.value, v.source, v.timestamp or currentTimestamp()))
elseif type(v) ~= 'table' then
print(self:format(metric, v, self.source, currentTimestamp()))
elseif type(v[1]) ~= 'table' and v.value then
-- looking for { metric = { value, source, timestamp }}
local source = v.source or self.source
local value = v.value
local timestamp = v.timestamp or currentTimestamp()
print(self:format(metric, value, source, timestamp))
else
-- looking for { metric = {{ value, source, timestamp }}}
for _, j in pairs(v) do
local source = j.source or self.source
local value = j.value
local timestamp = j.timestamp or currentTimestamp()
print(self:format(metric, value, source, timestamp))
end
end
end
end
function Plugin:format(metric, value, source, timestamp)
self:emit('format')
return self:onFormat(metric, value, source, timestamp)
end
--- Called by the framework before formating the metric output.
-- @string metric the metric name
-- @param value the value to format
-- @string source the source to report for the metric
-- @param timestamp the time the metric was retrieved
-- You can override this on your plugin instance.
function Plugin:onFormat(metric, value, source, timestamp)
return string.format('%s %f %s %s', metric, value, source, timestamp)
end
local CommandPlugin = Plugin:extend()
framework.CommandPlugin = CommandPlugin
function CommandPlugin:initialize(params)
Plugin.initialize(self, params)
if not params.command then
error('params.command undefined. You need to define the command to excetue.')
end
self.command = params.command
end
function CommandPlugin:execCommand(callback)
local proc = io.popen(self.command, 'r')
local output = proc:read("*a")
proc:close()
if callback then
callback(output)
end
end
function CommandPlugin:onPoll()
self:execCommand(function (output) self.parseCommandOutput(self, output) end)
end
function CommandPlugin:parseCommandOutput(output)
local metrics = self:onParseCommandOutput(output)
self:report(metrics)
end
function CommandPlugin:onParseCommandOutput(output)
print(output)
return {}
end
local NetPlugin = Plugin:extend()
framework.NetPlugin = NetPlugin
local HttpPlugin = Plugin:extend()
framework.HttpPlugin = HttpPlugin
function HttpPlugin:initialize(params)
Plugin.initialize(self, params)
self.reqOptions = {
host = params.host,
port = params.port,
path = params.path
}
end
local PollingPlugin = Plugin:extend()
framework.PollingPlugin = PollingPlugin
function HttpPlugin:makeRequest(reqOptions, successCallback)
local req = http.request(reqOptions, function (res)
local data = ''
res:on('data', function (chunk)
data = data .. chunk
successCallback(data)
-- TODO: Verify when data its complete or when we need to use de end
end)
res:on('error', function (err)
local msg = 'Error while receiving a response: ' .. err.message
self:error(msg)
end)
end)
req:on('error', function (err)
local msg = 'Error while sending a request: ' .. err.message
self:error(msg)
end)
req:done()
end
function HttpPlugin:onPoll()
self:makeRequest(self.reqOptions, function (data)
self:parseResponse(data)
end)
end
function HttpPlugin:parseResponse(data)
local metrics = self:onParseResponse(data)
self:report(metrics)
end
function HttpPlugin:onParseResponse(data)
-- To be overriden on class instance
print(data)
return {}
end
--- Acumulator Class
-- @type Accumulator
local Accumulator = Emitter:extend()
--- Accumulator constructor.
-- Keep track of values so we can return the delta for accumulated metrics.
-- @name Accumulator:new
function Accumulator:initialize()
self.map = {}
end
--- Accumulates a value an return the delta between the actual an latest value.
-- @string key the key for the item
-- @param value the item value
-- @return diff the delta between the latests and actual value.
function Accumulator:accumulate(key, value)
assert(value, "Accumulator:accumulate#value must not be null for key " .. key)
local oldValue = self.map[key]
if oldValue == nil then
oldValue = value
end
self.map[key] = value
local diff = value - oldValue
return diff
end
--- Return the last accumulated valor or 0 if there isnt any for the key
-- @param key the key for the item to retrieve
function Accumulator:get(key)
return self.map[key] or 0
end
--- Reset the specified value
-- @string key A key to untrack
function Accumulator:reset(key)
self.map[key] = nil
end
--- Clean up all the tracked key/values.
function Accumulator:resetAll()
self.map = {}
end
framework.Accumulator = Accumulator
local PollerCollection = Emitter:extend()
function PollerCollection:initialize(pollers)
self.pollers = pollers or {}
end
function PollerCollection:add(poller)
table.insert(self.pollers, poller)
poller:propagate('error', self)
end
function PollerCollection:run(callback)
if self.running then
return
end
self.running = true
for _,p in pairs(self.pollers) do
p:run(callback)
end
end
--- WebRequestDataSource Class
-- @type WebRequestDataSource
local WebRequestDataSource = DataSource:extend()
function WebRequestDataSource:initialize(params)
local options = params
if type(params) == 'string' then
options = _url.parse(params)
end
self.wait_for_end = options.wait_for_end or false
self.options = options
self.info = options.meta
end
local base64Encode = framework.util.base64Encode
local replace = framework.string.replace
function WebRequestDataSource:fetch(context, callback, params)
assert(callback, 'WebRequestDataSource:fetch: callback is required')
local start_time = os.time()
local options = clone(self.options)
-- Replace variables
params = params or {}
if type(params) == 'table' then
options.path = replace(options.path, params)
options.pathname = replace(options.pathname, params)
end
local buffer = ''
local success = function (res)
if self.wait_for_end then
res:on('end', function ()
local exec_time = os.time() - start_time
--callback(buffer, {info = self.info, response_time = exec_time, status_code = res.statusCode})
self:processResult(context, callback, buffer, {info = self.info, response_time = exec_time, status_code = res.statusCode})
res:destroy()
end)
else
res:once('data', function (data)
local exec_time = os.time() - start_time
buffer = buffer .. data
if not self.wait_for_end then
self:processResult(context, callback, buffer, {info = self.info, response_time = exec_time, status_code = res.statusCode})
res:destroy()
end
end)
end
res:on('data', function (d)
buffer = buffer .. d
end)
res:propagate('data', self)
res:propagate('error', self)
end
options.headers = {}
options.headers['User-Agent'] = 'Boundary Meter <support@boundary.com>'
if options.auth then
options.headers['Authorization'] = 'Basic ' .. base64Encode(options.auth, false)
end
local data = options.data
local body
if data and table.getn(data) > 0 then
body = table.concat(data, '&')
options.headers['Content-Type'] = 'application/x-www-form-urlencoded'
options.headers['Content-Length'] = #body
end
local req
if options.protocol == 'https' then
req = https.request(options, success)
else
req = http.request(options, success)
end
if body and #body > 0 then
req:write(body)
end
req:propagate('error', self)
req:done()
end
--- RandomDataSource class returns a random number each time it get called.
-- @type RandomDataSource
-- @param context the object that called the fetch
-- @func callback A callback to call with the random generated number
-- @usage local ds = RandomDataSource:new(1, 100) -- Generate numbers from 1 to 100
local RandomDataSource = DataSource:extend()
--- RandomDataSource constructor
-- @int minValue the lower bounds for the random number generation.
-- @int maxValue the upper bound for the random number generation.
-- @usage local ds = RandomDataSource:new(1, 100)
function RandomDataSource:initialize(minValue, maxValue)
DataSource.initialize(self, function ()
return math.random(minValue, maxValue)
end)
end
--- CommandOutputDataSource class
-- @type CommandOutputDataSource
local CommandOutputDataSource = DataSource:extend()
--- CommandOutputDataSource constructor
-- @paramas a table with path and args of the command to execute
function CommandOutputDataSource:initialize(params)
-- TODO: Handle commands for each operating system.
assert(params, 'CommandOuptutDataSource:new exect a non-nil params parameter')
self.path = params.path
self.args = params.args
self.success_exitcode = params.success_exitcode or 0
self.info = params.info
self.callback_on_errors = params.callback_on_errors
end
function CommandOutputDataSource:isSuccess(exitcode)
return tonumber(exitcode) == self.success_exitcode
end
--- Returns the output of execution of the command
function CommandOutputDataSource:fetch(context, callback, parser, params)
local output = ''
local proc = childprocess.spawn(self.path, self.args)
proc:propagate('error', self)
proc.stdout:on('data', function (data) output = output .. data end)
proc.stderr:on('data', function (data) output = output .. data end)
proc:on('exit', function (exitcode)
if not self:isSuccess(exitcode) then
self:emit('error', {message = 'Command terminated with exitcode \'' .. exitcode .. '\' and message \'' .. output .. '\''})
if not self.callback_on_errors then
return
end
end
-- TODO: Add context for callback?
if callback then
callback({context = self, info = self.info, output = output})
end
end)
end
local MeterDataSource = NetDataSource:extend()
function MeterDataSource:initialize(host, port)
host = host or '127.0.0.1'
port = port or 9192
NetDataSource.initialize(self, host, port)
end
function MeterDataSource:fetch(context, callback)
local parse = function (value)
local parsed = json.parse(value)
local result = {}
if parsed.result.status ~= 'Ok' then
self:error('Error with status: ' .. parsed.result.status)
return
end
local query_metric = parsed.result.query_metric
-- TODO: Return a generator
if query_metric then
for i = 1, table.getn(query_metric), 3 do
table.insert(result, {metric = query_metric[i], value = query_metric[i+1], timestamp = query_metric[i+2]})
end
end
callback(result)
end
NetDataSource.fetch(self, context, parse)
end
function MeterDataSource:queryMetricCommand(params)
params = params or { match = ''}
return '{"jsonrpc":"2.0","method":"query_metric","id":1,"params":' .. json.stringify(params) .. '}\n'
end
framework.CommandOutputDataSource = CommandOutputDataSource
framework.RandomDataSource = RandomDataSource
framework.DataSourcePoller = DataSourcePoller
framework.WebRequestDataSource = WebRequestDataSource
framework.PollerCollection = PollerCollection
framework.MeterDataSource = MeterDataSource
return framework
|
--[[
Global game state controller
]]
local ctrl = {}
function ctrl.init()
-- Init containers
camera = {}
mouse = {}
-- Init camera
camera.x = 0
camera.y = 0
camera.zoom = 1
-- Init mouse
mouse.x = 0
mouse.y = 0
-- Mouse relative to zoom and camera
mouse.rx = 0
mouse.ry = 0
mouse.wheel = 0
sleep = 0
end
function ctrl.update(dt)
-- Get mouse pos, relative to screen scale
mouse.x, mouse.y = (love.mouse.getX() - window.x_offset), (love.mouse.getY() - window.y_offset)
local mx, my = mouse.x / window.scale, mouse.y / window.scale
mx = (mx - camera.x)/camera.zoom
my = (my - camera.y)/camera.zoom
mouse.rx = mx
mouse.ry = my
end
return ctrl
|
require "nn"
mlp=nn.Concat(2);
mlp:add(nn.Linear(5,7))
mlp:add(nn.Linear(5,7))
print(mlp:forward(torch.randn(2, 5)))
|
slot0 = class("PublicGuildMainMediator", import("...base.ContextMediator"))
slot0.ON_COMMIT = "PublicGuildMainMediator:ON_COMMIT"
slot0.UPGRADE_TECH = "PublicGuildMainMediator:UPGRADE_TECH"
slot0.register = function (slot0)
slot0:bind(slot0.ON_COMMIT, function (slot0, slot1)
slot0:sendNotification(GAME.PUBLIC_GUILD_COMMIT_DONATE, {
id = slot1
})
end)
slot0.bind(slot0, slot0.UPGRADE_TECH, function (slot0, slot1)
slot0:sendNotification(GAME.PULIC_GUILD_UPGRADE_TECH, {
id = slot1
})
end)
slot0.viewComponent:SetPublicGuild(slot1)
slot0.viewComponent:SetPlayer(getProxy(PlayerProxy):getData())
end
slot0.listNotificationInterests = function (slot0)
return {
GAME.PUBLIC_GUILD_COMMIT_DONATE_DONE,
GAME.PUBLIC_GUILD_REFRESH_DONATE_LIST_DONE,
PlayerProxy.UPDATED,
GAME.PULIC_GUILD_UPGRADE_TECH_DONE,
GAME.GET_PUBLIC_GUILD_USER_DATA_DONE
}
end
slot0.handleNotification = function (slot0, slot1)
slot3 = slot1:getBody()
if slot1:getName() == GAME.PUBLIC_GUILD_COMMIT_DONATE_DONE then
slot0.viewComponent:emit(BaseUI.ON_ACHIEVE, slot3.awards)
slot0.viewComponent:OnUpdateDonateList()
elseif slot2 == GAME.PUBLIC_GUILD_REFRESH_DONATE_LIST_DONE then
slot0.viewComponent:OnUpdateDonateList()
elseif slot2 == PlayerProxy.UPDATED then
slot0.viewComponent:OnPlayerUpdate(slot3)
elseif slot2 == GAME.PULIC_GUILD_UPGRADE_TECH_DONE then
slot0.viewComponent:OnTechGroupUpdate(slot3.id)
elseif slot2 == GAME.GET_PUBLIC_GUILD_USER_DATA_DONE then
slot0.viewComponent:SetPublicGuild(getProxy(GuildProxy):GetPublicGuild())
slot0.viewComponent:RefreshAll()
end
end
return slot0
|
-- --entity
require("prototypes.style")
require("prototypes.hotkeys")
-- --items
-- require("prototypes.item.items")
-- --recipies
-- require("prototypes.recipe.recipes")
|
InteractiveObjectEx = {
type = "InteractiveObjectEx",
Properties = {
Interaction = {
-- All interactions share a single CGA which loads the geometry (in the case of one interaction this also supplies the ANM)
object_Model = "Objects/prototype/ElevatorDoors/AnimatedElevatorDoors.cga",
-- Old style specify one specific interaction
Interaction = "OpenElevatorDoor",
InteractionRadius = 1.5,
InteractionAngle = 70,
bRemoveDecalsOnUse = 0,
bStartInteractionOnExplosion = 0,
},
Physics = {
bRigidBody = 0,
},
},
Editor={
Icon="animobject.bmp",
IconOnTop=1,
},
userId = NULL_ENTITY,
}
function InteractiveObjectEx:OnInit()
self:OnReset();
end
function InteractiveObjectEx:OnPropertyChange()
self:OnReset();
end
function InteractiveObjectEx:OnReset()
self.bUsable=self.Properties.bUsable;
end
function InteractiveObjectEx:OnSave(tbl)
tbl.bUsable=self.bUsable;
tbl.userId = self.userId;
end
function InteractiveObjectEx:OnLoad(tbl)
self.bUsable=tbl.bUsable;
self.userId = tbl.userId;
end
function InteractiveObjectEx:OnShutDown()
end
----------------------------------------------------------------------------------
------------------------------------Events----------------------------------------
----------------------------------------------------------------------------------
function InteractiveObjectEx:Event_Use()
self.interactiveObject:Use(self.userId);
self:ActivateOutput( "Started", true );
end;
function InteractiveObjectEx:Event_UserId(sender, user)
self.userId = user.id;
end;
function InteractiveObjectEx:Event_Hide()
self:Hide(1);
self:ActivateOutput( "Hide", true );
end;
function InteractiveObjectEx:Event_UnHide()
self:Hide(0);
self:ActivateOutput( "UnHide", true );
end;
function InteractiveObjectEx:Event_EnableUsable()
self.bUsable=1;
self:ActivateOutput( "Enabled", true );
end;
function InteractiveObjectEx:Event_DisableUsable()
self.bUsable=0;
self:ActivateOutput( "Disabled", true );
end;
function InteractiveObjectEx:Event_Reset()
Game.ResetEntity(self.id);
self:ActivateOutput( "Reset", true );
end;
------------------------------------------------------------------------------------------------------
-- Flow events.
------------------------------------------------------------------------------------------------------
InteractiveObjectEx.FlowEvents =
{
Inputs =
{
Use = { InteractiveObjectEx.Event_Use, "bool" },
UserId = { InteractiveObjectEx.Event_UserId, "entity" },
Hide = { InteractiveObjectEx.Event_Hide, "bool" },
UnHide = { InteractiveObjectEx.Event_UnHide, "bool" },
Enable = { InteractiveObjectEx.Event_EnableUsable, "bool" },
Disable = { InteractiveObjectEx.Event_DisableUsable, "bool" },
Reset = { InteractiveObjectEx.Event_Reset, "bool" },
},
Outputs =
{
Started = "bool",
Finished = "bool",
Aborted = "bool",
Enabled = "bool",
Disabled = "bool",
Hide = "bool",
UnHide = "bool",
Reset = "bool",
UsedBy = "entity"
},
}
MakeUsable(InteractiveObjectEx);
function InteractiveObjectEx:IsUsable(user)
if self.bUsable ~= 0 then
-- returns 0 if cannot use, otherwise returns action index + 1
return self.interactiveObject:CanUse(user.id);
else
return 0;
end
end
function InteractiveObjectEx:OnUsed(user, idx)
self.interactiveObject:Use(user.id);
self:ActivateOutput( "UsedBy", user.id );
self:ActivateOutput( "Started", true );
BroadcastEvent(self, "Used");
end;
function InteractiveObjectEx:StopUse(user, idx)
self.interactiveObject:StopUse(user);
self:ActivateOutput( "Finished", true );
end;
function InteractiveObjectEx:AbortUse(user)
self.interactiveObject:AbortUse();
self:ActivateOutput( "Aborted", true );
end;
|
-- Copyright 2017-2018 Dirk Brenken (dev@brenken.org)
-- This is free software, licensed under the Apache License, Version 2.0
module("luci.controller.travelmate", package.seeall)
local util = require("luci.util")
local i18n = require("luci.i18n")
local templ = require("luci.template")
function index()
if not nixio.fs.access("/etc/config/travelmate") then
return
end
entry({"admin", "services", "travelmate"}, firstchild(), _("Travelmate"), 40).dependent = false
entry({"admin", "services", "travelmate", "tab_from_cbi"}, cbi("travelmate/overview_tab", {hideresetbtn=true, hidesavebtn=true}), _("Overview"), 10).leaf = true
entry({"admin", "services", "travelmate", "stations"}, template("travelmate/stations"), _("Wireless Stations"), 20).leaf = true
entry({"admin", "services", "travelmate", "apqr"}, template("travelmate/ap_qr"), _("AP QR-Codes"), 30).leaf = true
entry({"admin", "services", "travelmate", "logfile"}, call("logread"), _("View Logfile"), 40).leaf = true
entry({"admin", "services", "travelmate", "advanced"}, firstchild(), _("Advanced"), 100)
entry({"admin", "services", "travelmate", "advanced", "configuration"}, cbi("travelmate/configuration_tab"), _("Edit Travelmate Configuration"), 110).leaf = true
entry({"admin", "services", "travelmate", "advanced", "cfg_wireless"}, cbi("travelmate/cfg_wireless_tab"), _("Edit Wireless Configuration"), 120).leaf = true
entry({"admin", "services", "travelmate", "advanced", "cfg_network"}, cbi("travelmate/cfg_network_tab"), _("Edit Network Configuration"), 130).leaf = true
entry({"admin", "services", "travelmate", "advanced", "cfg_firewall"}, cbi("travelmate/cfg_firewall_tab"), _("Edit Firewall Configuration"), 140).leaf = true
entry({"admin", "services", "travelmate", "wifiscan"}, template("travelmate/wifi_scan")).leaf = true
entry({"admin", "services", "travelmate", "wifiadd"}, cbi("travelmate/wifi_add", {hideresetbtn=true, hidesavebtn=true})).leaf = true
entry({"admin", "services", "travelmate", "wifiedit"}, cbi("travelmate/wifi_edit", {hideresetbtn=true, hidesavebtn=true})).leaf = true
entry({"admin", "services", "travelmate", "wifidelete"}, cbi("travelmate/wifi_delete", {hideresetbtn=true, hidesavebtn=true})).leaf = true
entry({"admin", "services", "travelmate", "wifiorder"}, cbi("travelmate/wifi_order", {hideresetbtn=true, hidesavebtn=true})).leaf = true
end
function logread()
local logfile
if nixio.fs.access("/var/log/messages") then
logfile = util.trim(util.exec("grep -F 'travelmate-' /var/log/messages"))
else
logfile = util.trim(util.exec("logread -e 'travelmate-'"))
end
templ.render("travelmate/logread", {title = i18n.translate("Travelmate Logfile"), content = logfile})
end
|
--[[
encoding: UTF-8
-- 中文互联网上迄今为止实现最正确、代码最漂亮且效率最高的大写人民币金额转换代码
-- Lua 5.1+ 版本
-- 作者:李维 <oldrev@gmail.com>
-- 版权所有 (c) 2013 李维。保留所有权利。
-- 本代码基于 BSD License 授权。
--]]
module("rmbupper", package.seeall)
local _RMB_DIGITS = {'零', '壹', '贰', '叁', '肆', '伍', '陆', '柒', '捌', '玖' }
local _SECTION_CHARS = {'', '拾', '佰', '仟', '万' }
local function _parse_integer(strio, value, zero_count, is_first_section)
assert(value > 0 and value <= 9999)
local ndigits = math.floor(math.log10(value)) + 1
if value < 1000 and not is_first_section then
zero_count = zero_count + 1
end
for i = 1, ndigits do
local factor = math.floor(math.pow(10, (ndigits - i)))
local digit = math.floor(value / factor)
if digit > 0 then
if zero_count > 0 then
table.insert(strio, '零')
end
table.insert(strio, _RMB_DIGITS[digit + 1])
table.insert(strio, _SECTION_CHARS[ndigits - i + 1])
zero_count = 0
else
zero_count = zero_count + 1
end
value = value - math.floor(value / factor) * factor
end
return zero_count
end
local function _parse_decimal(strio, integer_part, value, zero_count)
assert(value > 0 and value <= 99)
local jiao = math.floor(value / 10)
local fen = value % 10
if zero_count > 0 and (jiao > 0 or fen > 0) and integer_part > 0 then
table.insert(strio, '零')
end
if jiao > 0 then
table.insert(strio, _RMB_DIGITS[jiao + 1])
table.insert(strio, '角')
end
if zero_count == 0 and jiao == 0 and fen > 0 and integer_part > 0 then
table.insert(strio, '零')
end
if fen > 0 then
table.insert(strio, _RMB_DIGITS[fen + 1])
table.insert(strio, '分')
else
table.insert(strio, '整')
end
end
function to_rmb_upper(price)
local integer_part = math.floor(price)
local wanyi_part = math.floor(integer_part / 1000000000000)
local yi_part = math.floor(integer_part % 1000000000000 / 100000000)
local wan_part = math.floor(integer_part % 100000000 / 10000)
local qian_part = integer_part % 10000
local dec_part = math.floor(price * 100 % 100)
local strio = {}
local zero_count = 0
--处理万亿以上的部分
if integer_part >= 1000000000000 and wanyi_part > 0 then
zero_count = _parse_integer(strio, wanyi_part, zero_count, true)
table.insert(strio, '万')
end
--处理亿到千亿的部分
if integer_part >= 100000000 and yi_part > 0 then
local is_first_section = integer_part >= 100000000 and integer_part < 1000000000000
zero_count = _parse_integer(strio, yi_part, zero_count, is_first_section)
table.insert(strio, '亿')
end
--处理万的部分
if integer_part >= 10000 and wan_part > 0 then
local is_first_section = integer_part >= 1000 and integer_part < 10000000
zero_count = _parse_integer(strio, wan_part, zero_count, is_first_section)
table.insert(strio, '万')
end
--处理千及以后的部分
if qian_part > 0 then
local is_first_section = integer_part < 1000
zero_count = _parse_integer(strio, qian_part, zero_count, is_first_section)
else
zero_count = zero_count + 1
end
if integer_part > 0 then
table.insert(strio, '元')
end
--处理小数
if dec_part > 0 then
_parse_decimal(strio, integer_part, dec_part, zero_count)
elseif dec_part == 0 and integer_part > 0 then
table.insert(strio, '整')
else
table.insert(strio, '零元整')
end
return table.concat(strio, "")
end
|
--------------------------------
-- @module ShatteredTiles3D
-- @extend TiledGrid3DAction
-- @parent_module cc
--------------------------------
-- creates the action with a range, whether of not to shatter Z vertices, a grid size and duration
-- @function [parent=#ShatteredTiles3D] create
-- @param self
-- @param #float duration
-- @param #size_table gridSize
-- @param #int range
-- @param #bool shatterZ
-- @return ShatteredTiles3D#ShatteredTiles3D ret (return value: cc.ShatteredTiles3D)
--------------------------------
--
-- @function [parent=#ShatteredTiles3D] clone
-- @param self
-- @return ShatteredTiles3D#ShatteredTiles3D ret (return value: cc.ShatteredTiles3D)
--------------------------------
--
-- @function [parent=#ShatteredTiles3D] update
-- @param self
-- @param #float time
return nil
|
ReactCurrentOwner = require "ReactCurrentOwner"
do
print(ReactCurrentOwner.current)
ReactCurrentOwner.current = "Fiber"
print(ReactCurrentOwner.current)
ReactCurrentOwner = require "ReactCurrentOwner"
print(ReactCurrentOwner.current)
end
|
--逆旋的有顶天
local m=14050020
local cm=_G["c"..m]
function cm.initial_effect(c)
--Activate
local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_ACTIVATE)
e1:SetCode(EVENT_FREE_CHAIN)
c:RegisterEffect(e1)
--tohand
local e2=Effect.CreateEffect(c)
e2:SetDescription(aux.Stringid(m,0))
e2:SetCategory(CATEGORY_TODECK+CATEGORY_TOHAND)
e2:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_TRIGGER_F)
e2:SetCode(EVENT_PHASE+PHASE_END)
e2:SetRange(LOCATION_SZONE)
e2:SetCountLimit(1)
e2:SetCondition(cm.tdcon)
e2:SetTarget(cm.tdtg)
e2:SetOperation(cm.tdop)
c:RegisterEffect(e2)
--cannot be destroyed
local e3=Effect.CreateEffect(c)
e3:SetType(EFFECT_TYPE_SINGLE)
e3:SetCode(EFFECT_INDESTRUCTABLE)
e3:SetProperty(EFFECT_FLAG_SINGLE_RANGE)
e3:SetRange(LOCATION_SZONE)
e3:SetValue(1)
c:RegisterEffect(e3)
end
function cm.filter(c)
return c:IsCode(0x46) and c:IsFaceup()
end
function cm.tdcon(e,tp,eg,ep,ev,re,r,rp)
return Duel.GetTurnPlayer()~=tp
end
function cm.tdtg(e,tp,eg,ep,ev,re,r,rp,chk)
if chk==0 then return true end
local g=Duel.GetFieldGroup(tp,LOCATION_HAND,0)
local g1=Duel.GetFieldGroup(tp,LOCATION_GRAVE,0)
Duel.SetOperationInfo(0,CATEGORY_TODECK,g,1,0,0)
Duel.SetOperationInfo(0,CATEGORY_TOHAND,g1,1,0,0)
end
function cm.tdop(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
local ct=Duel.GetCounter(c:GetControler(),1,0,0x245)
if not c:IsRelateToEffect(e) or ct==0 then return end
local g=Duel.GetFieldGroup(tp,LOCATION_HAND,0)
local g1=Duel.GetFieldGroup(tp,LOCATION_GRAVE,0)
if Duel.SendtoDeck(g,nil,2,REASON_EFFECT)==0 then return end
Duel.SendtoHand(g1,nil,REASON_EFFECT)
end
|
local skynet = require "skynet"
local log = require "log"
local M = {}
local runconf = require(skynet.getenv("runconfig"))
local moveconf = runconf.ddz
local MAX_GLOBAL_COUNT = #moveconf.global
local function fetch_global(id)
local index = id % MAX_GLOBAL_COUNT + 1
return moveconf.global[index]
end
local function call(cmd, id, ...)
local global = fetch_global(id)
if not global then
ERROE("cmd:"..cmd..",id:"..id.." is nil")
return false
end
return skynet.call(global, "lua", cmd, id, ...)
end
function M.create(id)
DEBUG("libddz begin")
local ret=call("ddz.create", id)
DEBUG("libddz end")
return ret
end
function M.enter(id, uid, data)
return call("ddz.enter", id, uid, data)
end
function M.leave(id, uid)
return call("ddz.leave", id, uid)
end
function M.get_forward(id)
return fetch_global(id)
end
return M
|
-- Note: starting with Redis 5, the replication method described in this section (scripts effects replication) is the default and does not need to be explicitly enabled.
redis.replicate_commands();
local namespace = KEYS[1];
local serviceId = ARGV[1];
local instanceId = ARGV[2];
local instanceIdxKey = namespace .. ':svc_itc_idx:' .. serviceId;
local function getInstanceKey(instanceId)
return namespace .. ":svc_itc:" .. instanceId;
end
local function ensureNotExpired(instanceIdxKey, instanceId)
local instanceKey = getInstanceKey(instanceId);
local instanceTtl = redis.call("ttl", instanceKey);
-- -2: The key doesn't exist | -1: The key is fixed | >0: ttl(second)
if instanceTtl == -2 then
local removed = redis.call("srem", instanceIdxKey, instanceId);
if removed > 0 then
redis.call("publish", instanceKey, "expired");
end
end
return instanceTtl;
end
local instanceTtl = ensureNotExpired(instanceIdxKey, instanceId);
if instanceTtl == -1 or instanceTtl == -2 then
return instanceTtl;
end
local nowTime = redis.call('time')[1];
local ttlAt = nowTime + instanceTtl;
return ttlAt;
|
tamed_huurton = Creature:new {
objectName = "@mob/creature_names:rebel_tamed_huurton",
socialGroup = "rebel",
faction = "rebel",
level = 12,
chanceHit = 0.29,
damageMin = 130,
damageMax = 140,
baseXp = 514,
baseHAM = 1200,
baseHAMmax = 1400,
armor = 0,
resists = {10,10,10,10,10,10,10,-1,-1},
meatType = "meat_wild",
meatAmount = 12,
hideType = "hide_wooly",
hideAmount = 12,
boneType = "bone_mammal",
boneAmount = 12,
milk = 0,
tamingChance = 0,
ferocity = 0,
pvpBitmask = ATTACKABLE,
creatureBitmask = PACK + HERD,
optionsBitmask = AIENABLED,
diet = CARNIVORE,
templates = {"object/mobile/huurton_hue.iff"},
hues = { 0, 1, 2, 3, 4, 5, 6, 7 },
lootGroups = {},
weapons = {},
conversationTemplate = "",
attacks = {
}
}
CreatureTemplates:addCreatureTemplate(tamed_huurton, "tamed_huurton")
|
--$Name: Волк, коза и якудза.$
--$Version: 0.1$
instead_version "1.8.1";
require "xact"
require "para"
require "dash"
-- если для объекта не прописана реакция, то реагировать будем так:
game.act = "Ничего не произошло."; -- если нажали на объект на сцене
game.inv = "И откуда это у меня?"; -- если применили объект из инвентаря сам на себя
game.use = "Так не пойдёт."; -- если применили объект на другой объект
---------------------------------------------------------------------------------------------------
-- этот код демонстрирует:
-- задание собственной функции
-- определение кто где находится
---------------------------------------------------------------------------------------------------
-- проблемы:
-- если на плоту нет никого, кто мог бы им управлять, то пропадает описание объектов
-- как правильно разрулить запятые в конце списка людей на берегу?
-- после победы остаётся последнее сообщение, типа: 'папа сошёл на берег'
-- можно ли сократить игру, если использовать наследование, которое пригодится в следующей игре?
-- как ещё можно улучшить код?
---------------------------------------------------------------------------------------------------
-- добавлено для совместимости
xwalk = xact('xact', code [[ stead.walk(arg1) ]]);
--------------------------------------------------------------------------------------------------
function desc(t) -- выводим описание объекта с запятой или точкой в конце
return function(s)
pr(t)
if objs()[#objs()] == s then -- последний?
p '.'
else
p ','
end
end
end
---------------------------------------------------------------------------------------------------
function pereprava() -- переправляемся на другой берег
if not (have(mama) or have(papa) or have(pol)) then
p 'На плоту нет никого, кто мог бы им управлять!';
return;
end;
if ((where(papa) == where(tanya))
or (where(papa) == where(masha)))
and (where(papa) ~= where(mama)) then
p 'Нельзя оставлять папу с любой из дочерей без присмотра мамы!';
return;
end;
if ((where(mama) == where(vanya))
or (where(mama) == where(boris)))
and (where(mama) ~= where(papa)) then
p 'Нельзя оставлять маму с любым из сыновей без присмотра папы!';
return;
end;
if ((where(zak) == where(tanya)) or
(where(zak) == where(masha)) or
(where(zak) == where(vanya)) or
(where(zak) == where(boris)) or
(where(zak) == where(mama)) or
(where(zak) == where(papa)))
and (where(zak) ~= where(pol)) then
p 'Нельзя оставлять преступника с любым из членов семьи без присмотра полицейского!';
return;
end;
if here()==LeftBank then
walk(RightBank);
else
walk(LeftBank);
end;
end;
---------------------------------------------------------------------------------------------------
function shod(s) -- персонаж выходит на берег
plot._n = plot._n-1;
if here()== LeftBank then
LeftBank._n = LeftBank._n+1;
else
RightBank._n = RightBank._n+1;
end;
drop(s);
if RightBank._n == 8 then
pclr();
walk(FinalRoom);
end;
end;
---------------------------------------------------------------------------------------------------
function zahod(s) -- персонаж заходит на плот
if plot._n<2 then
plot._n = plot._n+1;
else
p 'На плоту могут поместиться только два человека.';
return;
end;
if here(pl)== LeftBank then
LeftBank._n = LeftBank._n-1;
else
RightBank._n = RightBank._n-1;
end;
return true;
end;
---------------------------------------------------------------------------------------------------
plot = obj {
_n = 0;
nam = 'плот';
inv = pereprava;
}
---------------------------------------------------------------------------------------------------
main = room {
nam = 'Волк, коза и якудза';
dsc = [[ Представляю Вашему вниманию японскую головоломку,
на подобии "волк, коза и капуста". ^
Неблагополучная семья, и полицейский с заключённым
направляются в исправительное поселение.
В игре время не ограничено, но для получения максимального фана
от игры-головоломки, рекомендую засечь время.
Интересно, как быстро Вы сможете её решить?^^
Цель игры:^
Перевести группу из 8-ми человек через реку.
Когда все будут на другом берегу -- победа ваша.^^
Правила следущие:^
Перебраться через реку можно только на плоту.
Одновременно на плоту помещаются не более 2-х человек.
Управлять плотом умеют только родители и полисмен.
Нельзя оставлять заключённого с членами семьи
без присмотра полицейского. Нельзя оставлять папу с
дочками без присмотра мамы. Нельзя оставлять маму с
сыновьями без присмотра папы.^^
{xwalk(LeftBank)| Начать игру}]];
exit = function()
take('plot');
--
put('mama','LeftBank');
put('tanya','LeftBank');
put('masha','LeftBank');
put('papa','LeftBank');
put('vanya','LeftBank');
put('boris','LeftBank');
put('zak','LeftBank');
put('pol','LeftBank');
--
plot._n = 0;
LeftBank._n = 8;
RightBank._n = 0;
end;
}
---------------------------------------------------------------------------------------------------
LeftBank = room {
_n = 8;
nam = 'Левый берег';
dsc = 'Цель игры -- перевезти всех на правый берег.';
obj = {
'bereg';
};
}
---------------------------------------------------------------------------------------------------
bereg = obj{
nam = 'берег';
dsc = function()
if here()._n==0 then
p 'На этом {берегу} никого нет.';
elseif here()._n == 1 then
p 'На {берегу} находится:';
else
p 'На {берегу} находятся:';
end;
end;
act = 'Кого вы хотите высадить на берег?';
}
---------------------------------------------------------------------------------------------------
mama = obj {
nam = 'мама';
dsc = desc'{мама}';
tak = function(s)
if zahod(s)==true then
p('Мама зашла на плот.');
else
return false;
end;
end;
inv = 'Мама умеет управлять плотом, маму нельзя оставлять с сыновьями без присмотра папы.';
use = function(s,w)
if w == bereg then
p 'Мама сошла на берег.';
shod(s);
elseif w == plot then
if pereprava() then
p 'Мама переправила плот на другой берег.';
end;
else
p 'Вы можете высаживать людей на берег.';
end;
end;
}
---------------------------------------------------------------------------------------------------
tanya = obj {
nam = 'Таня';
dsc = desc'{Таня}';
tak = function()
if zahod(s)==true then
p('Таня зашла на плот.');
else
return false;
end;
end;
inv = 'Таня -- дочь мамы и папы.';
use = function(s,w)
if w == bereg then
p 'Таня сошла на берег.';
shod(s);
elseif w == plot then
p 'Таня не умеет управлять плотом.';
else
p 'Вы можете высаживать людей на берег.';
end;
end;
}
---------------------------------------------------------------------------------------------------
masha = obj {
nam = 'Маша';
dsc = desc'{Маша}';
tak = function()
if zahod(s)==true then
p('Маша зашла на плот.');
else
return false;
end;
end;
inv = 'Маша -- дочь мамы и папы.';
use = function(s,w)
if w == bereg then
p 'Маша сошла на берег.';
shod(s);
elseif w == plot then
p 'Маша не умеет управлять плотом.';
else
p 'Вы можете высаживать людей на берег.';
end;
end;
}
---------------------------------------------------------------------------------------------------
papa = obj {
nam = 'папа';
dsc = desc'{папа}';
tak = function()
if zahod(s)==true then
p('Папа зашёл на плот.');
else
return false;
end;
end;
inv = 'Папа умеет управлять плотом, папу нельзя оставлять с дочерьми без присмотра мамы.';
use = function(s,w)
if w == bereg then
p 'Папа сошёл на берег.';
shod(s);
elseif w == plot then
if pereprava() then
p 'Папа переправил плот на другой берег.';
end;
else
p 'Вы можете высаживать людей на берег.';
end;
end;
}
---------------------------------------------------------------------------------------------------
vanya = obj {
nam = 'Ваня';
dsc = desc'{Ваня}';
tak = function()
if zahod(s)==true then
p('Ваня зашёл на плот.');
else
return false;
end;
end;
inv = 'Ваня -- сын мамы и папы.';
use = function(s,w)
if w == bereg then
p 'Ваня сошёл на берег.';
shod(s);
elseif w == plot then
p 'Ваня не умеет управлять плотом.';
else
p 'Вы можете высаживать людей на берег.';
end;
end;
}
---------------------------------------------------------------------------------------------------
boris = obj {
nam = 'Борис';
dsc = desc'{Борис}';
tak = function()
if zahod(s)==true then
p('Борис зашёл на плот.');
else
return false;
end;
end;
inv = 'Борис -- сын мамы и папы.';
use = function(s,w)
if w == bereg then
p 'Борис сошёл на берег.';
shod(s);
elseif w == plot then
p 'Борис не умеет управлять плотом.';
else
p 'Вы можете высаживать людей на берег.';
end;
end;
}
---------------------------------------------------------------------------------------------------
zak = obj {
nam = 'преступник';
dsc = desc'{преступник}';
tak = function()
if zahod(s)==true then
p('Преступник зашёл на плот.');
else
return false;
end;
end;
inv = 'Преступника нельзя оставлять с любым из членов семьи без присмотра полицейского.';
use = function(s,w)
if w == bereg then
p 'Преступник сошёл на берег.';
shod(s);
elseif w == plot then
p 'Преступник не умеет управлять плотом.';
else
p 'Вы можете высаживать людей на берег.';
end;
end;
}
---------------------------------------------------------------------------------------------------
pol = obj {
nam = 'полицейский';
dsc = desc'{полицейский}';
tak = function()
if zahod(s)==true then
p('Полицейский зашёл на плот.');
else
return false;
end;
end;
inv = 'Полицейский умеет управлять плотом.';
use = function(s,w)
if w == bereg then
p 'Полицейский сошёл на берег.';
shod(s);
elseif w == plot then
if pereprava() then
p 'Полицейский переправил плот на другой берег.';
end;
else
p 'Вы можете высаживать людей на берег.';
end;
end;
}
---------------------------------------------------------------------------------------------------
RightBank = room {
_n=0; -- сколько человек уже на правом берегу
nam = 'Правый берег';
obj = {
'bereg';
};
}
---------------------------------------------------------------------------------------------------
FinalRoom = room {
nam = 'Победа';
dsc = [[Поздравляю, вы решили эту головоломку!
^^И зэк с копом, и вся неблагополучная семейка
успешно добрались до исправительного поселения
Бобруйск-2050.^^Конец.]];
}
---------------------------------------------------------------------------------------------------
-- на плоту могут поместиться только два человека
-- переправа:
-- на плоту должен находиться кто-то, кто может им управлять
-- маму нельзя оставлять с сыновьями без присмотра папы
-- папу нельзя оставлять с дочерьми без присмотра мамы
-- зека нельзя оставлять с членами семьи без присмотра полицейского
|
--gameLevel2
local LevelBase = require 'gamestates.LevelBase'
local gameLevel2 = LevelBase:extend()
local Player = require 'objects.Player'
local Enemy = require 'objects.Enemy'
local Gate = require 'objects.Gate'
local player=nil
local weapon=nil
local enemy=nil
local gate=nil
ENTITIES={}
function gameLevel2:new()
gameLevel2.super.new(self,'levels/level_2.lua')
end
function gameLevel2:enter()
if PLAYER.player == nil then
player = Player(self.world, 0,0)
PLAYER.player = player
else
player = PLAYER.player
player:transfer(self.world)
end
for i, p in ipairs(self.map.layers.entities.objects) do
if p.name == "spawn_player" then
player.world:update(player,p.x,p.y)
player.x=p.x
player.y=p.y
self.Entities:addMany(player:components())
elseif p.name == "spawn_enemy" then
enemy = Enemy(self.world, p.x,p.y, player)
self.Entities:addMany(enemy:components())
elseif p.name == "door_level_1" then
gate = Gate(self.world,p.x,p.y)
self.Entities:add(gate)
elseif p.name == "door_level_=dummy" then
local gate = Gate(self.world,p.x,p.y)
gate.active = false
self.Entities:add(gate)
end
end
ENTITIES = self.Entities
end
function gameLevel2:update(dt)
if LDR.finishedLoading then
if gate.proceed then
--self.Entities:clear()
-- return Gamestate.switch(LEVELS.GameLevel1.level())
end
self.map:update(dt)
self.Entities:update(dt)
self:positionCamera(player, camera)
--print( table.getn(self.Entities.entityList) )
end
end
function gameLevel2:draw()
if LDR.finishedLoading then
camera:set()
self.map:draw(-camera.x,-camera.y)
self.Entities:draw()
camera:unset()
end
end
function gameLevel2:keypressed(key)
gameLevel2.super:keypressed(key)
if key == 'x' then
local x,y = love.mouse.getPosition()
x = math.floor(x/32)*32
y = math.floor(y/32)*32
enemy = Enemy(self.world, x, y, player)
self.Entities:addMany(enemy:components())
end
player:keypressed(key)
end
return gameLevel2
|
------------------------
-- Configuration keeper
------------------------
local _M = {}
local sep = "/"
if WIN32 then
sep = "\\"
end
local FILENAME = _USERHOME..sep.."spellchecker.conf"
_M.ON = 2
_M.OFF = 1
function _M:load()
local handle = io.open(FILENAME, "r")
if not handle then return end
for line in handle:lines()
do
key, val = line:match("([^=]+)=(.+)")
if key then
self[key] = tonumber(val) or val
end
end
handle:close()
end
function _M:save()
local handle = io.open(FILENAME, "w")
if handle then
for key, val in pairs(self)
do
if type(val) == "string" or type(val) == "number" then
handle:write(tostring(key).."="..tostring(val).."\n")
end
end
handle:close()
end
end
local function shutdown()
_M:save()
end
function _M.init()
_M:load()
events.connect(events.RESET_BEFORE, shutdown)
events.connect(events.QUIT, shutdown)
end
return _M
|
local pug = {}
pug["!!!"] = "{doctype html}"
return pug
|
---------------------------------------------------------------
-- Copyright 2020 Deviap (https://deviap.com/) --
---------------------------------------------------------------
-- Made available under the MIT License: --
-- https://github.com/deviap/sample-apps/blob/master/LICENSE --
---------------------------------------------------------------
--
local serialiser = require("devgit:source/serialiser/main.lua")
serialiser.fromFile("client/assets/starterScene.json")
--core.io:write("client/assets/starterScene.json", serialiser.toJSON(core.scene))
|
local brick = Instance.new("Part")
brick.BrickColor = BrickColor.new("Brown")
brick.Parent = game.Workspace.acb227
brick.Name = "Right Arm"
brick.Size = Vector3.new(2, 2, 2)
brick.Position = Vector3.new(-5, 1, 17)
brick.Anchored = false
brick.CanCollide = true
brick.Locked = true
brick.Material = "Plastic"
brick.Shape = "Cylinder"
brick.TopSurface = "Smooth"
brick.BottomSurface = "Smooth"
brick.LeftSurface = "Hinge"
--h = Instance.new("BlockMesh")
--h.Scale = Vector3.new(1, 1, 1)
--h.Offset = Vector3.new(0, 0, 0)
--h.Parent = brick
local brick = Instance.new("Part")
brick.BrickColor = BrickColor.new("Brown")
brick.Parent = game.Workspace.acb227
brick.Name = "Right Arm"
brick.Size = Vector3.new(2, 2, 2)
brick.Position = Vector3.new(-5, 1, 0)
brick.Anchored = false
brick.CanCollide = true
brick.Locked = true
brick.Material = "Plastic"
brick.Shape = "Cylinder"
brick.TopSurface = "Smooth"
brick.BottomSurface = "Smooth"
brick.LeftSurface = "Hinge"
--h = Instance.new("BlockMesh")
--h.Scale = Vector3.new(1, 1, 1)
--h.Offset = Vector3.new(0, 0, 0)
--h.Parent = brick
local brick = Instance.new("Part")
brick.BrickColor = BrickColor.new("Brown")
brick.Parent = game.Workspace.acb227
brick.Name = "Right Arm"
brick.Size = Vector3.new(2, 2, 2)
brick.Position = Vector3.new(-17, 1, 17)
brick.Anchored = false
brick.CanCollide = true
brick.Locked = true
brick.Material = "Plastic"
brick.Shape = "Cylinder"
brick.TopSurface = "Smooth"
brick.BottomSurface = "Smooth"
brick.RightSurface = "Hinge"
---------------------------------------------------
local brick = Instance.new("Part")
brick.BrickColor = BrickColor.new("Brown")
brick.Parent = game.Workspace.acb227
brick.Name = "Right Arm"
brick.Size = Vector3.new(2, 2, 2)
brick.Position = Vector3.new(-17, 1, 0)
brick.Anchored = false
brick.CanCollide = true
brick.Locked = true
brick.Material = "Plastic"
brick.Shape = "Cylinder"
brick.TopSurface = "Smooth"
brick.BottomSurface = "Smooth"
brick.RightSurface = "Hinge"
-------------------------------------------------------
local brick1 = Instance.new("Part")
brick1.BrickColor = BrickColor.new("Brown")
brick1.Parent = game.Workspace.acb227
brick1.Name = "Right Arm"
brick1.Size = Vector3.new(10, 1, 19)
brick1.Position = Vector3.new(-11, 2.5, 8.5)
brick1.Anchored = false
brick1.CanCollide = true
brick1.Locked = true
brick1.TopSurface = "Weld"
brick1.BottomSurface = "Smooth"
--------------------------------------------------
local brick = Instance.new("VehicleSeat")
brick2.BrickColor = BrickColor.new("Brown")
brick2.Parent = game.Workspace.acb227
brick2.Name = "Right Arm"
brick2.Size = Vector3.new(2, 1, 2)
brick2.Position = Vector3.new(-11, 3, 8.5)
brick2.CanCollide = true
brick2.Locked = true
brick2.TopSurface = "Smooth"
brick2.BottomSurface = "Weld"
|
local network = {}
function network.isLocalWiFiAvailable()
return CCNetwork:isLocalWiFiAvailable()
end
function network.isInternetConnectionAvailable()
return CCNetwork:isInternetConnectionAvailable()
end
function network.isHostNameReachable(hostname)
if type(hostname) ~= "string" then
echoError("network.isHostNameReachable() - invalid hostname %s", tostring(hostname))
return false
end
return CCNetwork:isHostNameReachable(hostname)
end
function network.getInternetConnectionStatus()
return CCNetwork:getInternetConnectionStatus()
end
function network.createHTTPRequest(callback, url, method)
if not method then method = "GET" end
if string.upper(tostring(method)) == "GET" then
method = kCCHTTPRequestMethodGET
else
method = kCCHTTPRequestMethodPOST
end
return CCHTTPRequest:createWithUrl(callback, url, method)
end
--- Upload a file through a CCHTTPRequest instance.
-- @author zrong(zengrong.net)
-- Creation: 2014-04-14
-- @param callback As same as the first parameter of network.createHTTPRequest.
-- @param url As same as the second parameter of network.createHTTPRequest.
-- @param datas Includes following values:
-- fileFiledName(The input label name that type is file);
-- filePath(A absolute path for a file)
-- contentType(Optional, the file's contentType, default is application/octet-stream)
-- extra(Optional, the key-value table that transmit to form)
-- for example:
--[[
network.uploadFile(function(evt)
if evt.name == "completed" then
local request = evt.request
printf("REQUEST getResponseStatusCode() = %d", request:getResponseStatusCode())
printf("REQUEST getResponseHeadersString() =\n%s", request:getResponseHeadersString())
printf("REQUEST getResponseDataLength() = %d", request:getResponseDataLength())
printf("REQUEST getResponseString() =\n%s", request:getResponseString())
end
end,
"http://127.0.0.1/upload.php",
{
fileFieldName="filepath",
filePath=device.writablePath.."screen.jpg",
contentType="Image/jpeg",
extra={
{"act", "upload"},
{"submit", "upload"},
}
}
)
]]
--
function network.uploadFile(callback, url, datas)
assert(datas or datas.fileFieldName or datas.filePath, "Need file datas!")
local request = network.createHTTPRequest(callback, url, "POST")
local fileFieldName = datas.fileFieldName
local filePath = datas.filePath
local contentType = datas.contentType
if contentType then
request:addFormFile(fileFieldName, filePath, contentType)
else
request:addFormFile(fileFieldName, filePath)
end
if datas.extra then
for i in ipairs(datas.extra) do
local data = datas.extra[i]
request:addFormContents(data[1], data[2])
end
end
request:start()
return request
end
local function parseTrueFalse(t)
t = string.lower(tostring(t))
if t == "yes" or t == "true" then return true end
return false
end
function network.makeCookieString(cookie)
local arr = {}
for name, value in pairs(cookie) do
if type(value) == "table" then
value = tostring(value.value)
else
value = tostring(value)
end
arr[#arr + 1] = tostring(name) .. "=" .. string.urlencode(value)
end
return table.concat(arr, "; ")
end
function network.parseCookie(cookieString)
local cookie = {}
local arr = string.split(cookieString, "\n")
for _, item in ipairs(arr) do
item = string.trim(item)
if item ~= "" then
local parts = string.split(item, "\t")
-- ".amazon.com" represents the domain name of the Web server that created the cookie and will be able to read the cookie in the future
-- TRUE indicates that all machines within the given domain can access the cookie
-- "/" denotes the path within the domain for which the variable is valid
-- "FALSE" indicates that the connection is not secure
-- "2082787601" represents the expiration date in UNIX time (number of seconds since January 1, 1970 00:00:00 GMT)
-- "ubid-main" is the name of the cookie
-- "002-2904428-3375661" is the value of the cookie
local c = {
domain = parts[1],
access = parseTrueFalse(parts[2]),
path = parts[3],
secure = parseTrueFalse(parts[4]),
expire = toint(parts[5]),
name = parts[6],
value = string.urldecode(parts[7]),
}
cookie[c.name] = c
end
end
return cookie
end
return network
|
--[[
MIT License
Copyright (c) 2018 JWRR.COM
git clone https://github.com/jwrr/lued.git
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
--]]
function lued.def_snippet(snippets, key_str, fn)
local keys = lued.explode(key_str, " ")
for i=1,#keys do
local key = keys[i]
snippets[key] = fn
end
end
function lued.is_snippet(haystack, plain_text)
haystack = " " .. haystack .. " "
plain_text = " " .. plain_text .. " "
-- lued.dbg_prompt("haystack=") -- ..haystack.."++plain_text="..plain_text.."++")
return string.find( haystack , plain_text , 1 , plain)
end
function lued.handle_snippets()
local filetype = lued.get_filetype()
if not lued.snippets[filetype] then return false end
local dd2 = 1
local r,c=get_cur_pos()
lued.sel_left_pattern( "[%w_.#*()^+*:!]" , dd2)
local sel_str, sel_sr, sel_sc = lued.get_sel_str()
if sel_str==nil or sel_str=='' then return false end
if not lued.snippets[filetype][sel_str] then
set_sel_off()
set_cur_pos(r,c)
return false
end
lued.del_sel(dd2)
set_cur_pos(sel_sr,sel_sc)
local cnt = 0
local tok, ii = lued.get_token(sel_str, 1)
repeat
local snippet_routine = lued.snippets[filetype][sel_str]
if snippet_routine then
g_dont_display = 1
snippet_routine(tok)
g_dont_display = 0
end
tok, ii = lued.get_token(sel_str,ii)
cnt = cnt + 1
until tok == "" or cnt == 5
-- lued.disp(dd)
return true
end
|
local playsession = {
{"liqwid", {1443253}},
{"rlidwka", {1473558}},
{"Dofolo", {204902}},
{"ksb4145", {249716}},
{"rbas333", {905660}},
{"tyssa", {995011}},
{"zzHz", {581511}},
{"greattohave", {321671}},
{"foggyliziouz", {935876}},
{"Morkol", {6212}},
{"Liutio", {708037}},
{"helic99", {1218614}},
{"weziscool10", {466}},
{"bakstar000", {330}},
{"Commander_Power", {11958}},
{"pickles28", {35995}},
{"ausmister", {913955}},
{"Ride2die", {4731}},
{"PhaseMachine", {906865}},
{"mewmew", {18355}},
{"greggk124", {5343}},
{"firstandlast", {376231}},
{"HYPPS", {286981}},
{"Bricktator", {7887}},
{"dorpdorp", {8155}},
{"banakeg", {23474}},
{"WD_STEVE2", {64241}},
{"Ed9210", {706927}},
{"David_686", {8975}},
{"factoroi", {598916}},
{"Nikkichu", {553528}},
{"Devildog", {45099}},
{"jrz126", {3592}},
{"antuan309", {31415}},
{"463851425", {143371}},
{"realDonaldTrump", {229411}},
{"Altot", {25183}},
{"matthew1206", {613138}},
{"lazerandy", {12373}},
{"Random-Dud", {55097}},
{"antiPETA", {43734}},
{"BadAtNoScoping", {12862}},
{"Sirnumnum", {311182}},
{"Miguel724", {379202}},
{"tmoneyfizzle", {141025}},
{"petebra11", {455859}},
{"zlema01", {100938}},
{"OmegaLunch", {440252}},
{"TriggerFinger", {5226}},
{"waxman", {90549}},
{"Patton1918", {9612}},
{"IndustrialGradeCow", {4098}},
{"Beetle426", {181341}},
{"MrCrazy", {259609}},
{"Mr_T", {233213}},
{"gmhinch", {230982}},
{"vad7ik", {216917}},
{"T0eknee", {1563}},
{"jagger23", {185690}},
{"GreenTree42", {13253}},
{"2117882862", {5543}},
{"Achskelmos", {72467}},
{"ballbuster", {28663}}
}
return playsession
|
a = {}
a.x = 1
a.y = 0
b = {}
b.x = 1
b.y = 0
c = a
print(a == c)
print(a ~= b)
|
local Prop = {}
Prop.Name = "Nº17 Rua Gole de Skol"
Prop.Cat = "House"
Prop.Price = 340
Prop.Doors = {
Vector(563, 407, -142),
Vector(694, 404, -114),
}
GM.Property:Register( Prop )
|
-- If you're not sure your plugin is executing, uncomment the line below and restart Kong
-- then it will throw an error which indicates the plugin is being loaded at least.
--assert(ngx.get_phase() == "timer", "The world is coming to an end!")
-- Grab pluginname from module name
local plugin_name = ({...})[1]:match("^kong%.plugins%.([^%.]+)")
-- load the base plugin object and create a subclass
local plugin = require("kong.plugins.base_plugin"):extend()
local crc32 = ngx.crc32_short
-- constructor
function plugin:new()
plugin.super.new(self, plugin_name)
-- do initialization here, runs in the 'init_by_lua_block', before worker processes are forked
end
---------------------------------------------------------------------------------------------
-- In the code below, just remove the opening brackets; `[[` to enable a specific handler
--
-- The handlers are based on the OpenResty handlers, see the OpenResty docs for details
-- on when exactly they are invoked and what limitations each handler has.
--
-- The call to `.super.xxx(self)` is a call to the base_plugin, which does nothing, except logging
-- that the specific handler was executed.
---------------------------------------------------------------------------------------------
--[[ handles more initialization, but AFTER the worker process has been forked/created.
-- It runs in the 'init_worker_by_lua_block'
function plugin:init_worker()
plugin.super.init_worker(self)
-- your custom code here
end --]]
--[[ runs in the ssl_certificate_by_lua_block handler
function plugin:certificate(plugin_conf)
plugin.super.certificate(self)
-- your custom code here
end --]]
--[[ runs in the 'rewrite_by_lua_block' (from version 0.10.2+)
-- IMPORTANT: during the `rewrite` phase neither the `api` nor the `consumer` will have
-- been identified, hence this handler will only be executed if the plugin is
-- configured as a global plugin!
function plugin:rewrite(plugin_conf)
plugin.super.rewrite(self)
-- your custom code here
end --]]
---[[ runs in the 'access_by_lua_block'
function plugin:access(plugin_conf)
plugin.super.access(self)
-- your custom code here
local json_data = kong.request.get_body()
local tmpId = json_data['tmpId']
local alphaUserList = plugin_conf.alphaUserList
local use_test_upstream = false
if alphaUserList ~= nil and #alphaUserList>0 then
for key,value in ipairs(alphaUserList)
do
kong.log.debug("alphaUserList "..key..":"..value)
if value == tmpId then
use_test_upstream=true
end
end
end
-- 如果该用户不是内测用户,则根据用户id进行分流
if not use_test_upstream then
ngx.header["X-Kong-abtest-tmpId"] = tmpId
local hash_value = crc32(tmpId)
ngx.header["X-Kong-abtest-crc32"] = hash_value
local bucket = hash_value % 100
ngx.header["X-Kong-abtest-bucket"] = bucket
if bucket <= plugin_conf.percentage then
use_test_upstream = true
end
end
if use_test_upstream then
-- 设置upstream
local ok,err = kong.service.set_upstream(plugin_conf.upstream)
if not ok then
kong.log.err(err)
return
end
-- 匹配成功添加特定头部方便监控
ngx.header["X-Kong-abtest-upstream"]=plugin_conf.upstream
end
end --]]
---[[ runs in the 'header_filter_by_lua_block'
function plugin:header_filter(plugin_conf)
plugin.super.header_filter(self)
-- your custom code here, for example;
-- ngx.header["Bye-World"] = "this is on the response"
end --]]
--[[ runs in the 'body_filter_by_lua_block'
function plugin:body_filter(plugin_conf)
plugin.super.body_filter(self)
-- your custom code here
end --]]
--[[ runs in the 'log_by_lua_block'
function plugin:log(plugin_conf)
plugin.super.log(self)
-- your custom code here
end --]]
-- set the plugin priority, which determines plugin execution order
plugin.PRIORITY = 1000
-- return our plugin object
return plugin
|
-- Copyright 2021 SmartThings
--
-- Licensed under the Apache License, Version 2.0 (the "License");
-- you may not use this file except in compliance with the License.
-- You may obtain a copy of the License at
--
-- http://www.apache.org/licenses/LICENSE-2.0
--
-- Unless required by applicable law or agreed to in writing, software
-- distributed under the License is distributed on an "AS IS" BASIS,
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-- See the License for the specific language governing permissions and
-- limitations under the License.
--- @type st.zwave.CommandClass
local cc = require "st.zwave.CommandClass"
--- @type st.zwave.CommandClass.Configuration
local Configuration = (require "st.zwave.CommandClass.Configuration")({ version=4 })
local configsMap = require "configurations"
local ZWAVE_AEOTEC_MINIMOTE_FINGERPRINTS = {
{mfr = 0x0312, prod = 0x0924, model = 0xD001} -- Minoston Wallmote
}
local function can_handle_minoston_wallmote(opts, driver, device, ...)
for _, fingerprint in ipairs(ZWAVE_AEOTEC_MINIMOTE_FINGERPRINTS) do
if device:id_match(fingerprint.mfr, fingerprint.prod, fingerprint.model) then
return true
end
end
return false
end
local function update_preferences(driver, device, args)
local preferences = configsMap.get_device_parameters(device)
if preferences then
for id, value in pairs(device.preferences) do
if not (args and args.old_st_store) or (args.old_st_store.preferences[id] ~= value and preferences and preferences[id]) then
local new_parameter_value = configsMap.to_numeric_value(device.preferences[id])
device:send(Configuration:Set({parameter_number = preferences[id].parameter_number, size = preferences[id].size, configuration_value = new_parameter_value}))
end
end
end
end
--- Handle preference changes
---
--- @param driver st.zwave.Driver
--- @param device st.zwave.Device
--- @param event table
--- @param args
local function info_changed(self, device, event, args)
if not device:is_cc_supported(cc.WAKE_UP) then
update_preferences(self, device, args)
end
end
local function device_init(self, device)
device:set_update_preferences_fn(update_preferences)
end
local function do_configure(driver, device)
device:refresh()
if not device:is_cc_supported(cc.WAKE_UP) then
update_preferences(driver, device)
end
end
local minoston_wallmote = {
lifecycle_handlers = {
init = device_init,
infoChanged = info_changed,
doConfigure = do_configure
},
can_handle = can_handle_minoston_wallmote,
}
return minoston_wallmote
|
local wibox = require("wibox")
local gears = require("gears")
local awful = require("awful")
local theme = require("beautiful")
local naughty = require("naughty")
local glib = require("lgi").GLib
local dpi = theme.xresources.apply_dpi
local module = {}
local client, screen, mouse = client, screen, mouse
local instances = {}
local function update_on_signal(c, signal, widget)
local sig_instances = instances[signal]
if sig_instances == nil then
sig_instances = setmetatable({}, {__mode = "k"})
instances[signal] = sig_instances
client.connect_signal(signal, function(cl)
local widgets = sig_instances[cl]
if widgets then
for _, w in pairs(widgets) do
w.update()
end
end
end)
end
local widgets = sig_instances[c]
if widgets == nil then
widgets = setmetatable({}, {__mode = "v"})
sig_instances[c] = widgets
end
table.insert(widgets, widget)
end
local glib_context = function(fn)
return function(args)
glib.idle_add(glib.PRIORITY_DEFAULT_IDLE, function()
fn(args)
end)
end
end
local function ori(pos)
if pos == "left" or pos == "right" then
return "v"
end
return "h"
end
local function list2map(list)
local set = {}
for _, l in ipairs(list) do
set[l] = true
end
return set
end
local function len(T)
local count = 0
for _ in pairs(T) do
count = count + 1
end
return count
end
local function doubleclicked(obj)
if obj.doubleclick_timer then
obj.doubleclick_timer:stop()
obj.doubleclick_timer = nil
return true
end
obj.doubleclick_timer = gears.timer.start_new(0.3, function()
obj.doubleclick_timer = nil
end)
return false
end
local menu_selection_symbol
local menu_marker = function(condition)
if condition then
return menu_selection_symbol
end
return ""
end
local menu_move2tag = function(c, scr)
local list = {}
local s = scr or awful.screen.focused()
local count = 0
for _, t in pairs(s.tags) do
if t ~= awful.screen.focused().selected_tag then
count = count + 1
local entry = {
t.index .. ": " .. t.name .. menu_marker(t.selected) .. " ",
function()
c:move_to_tag(t)
end,
}
table.insert(list, entry)
end
end
if count > 0 then
return list
end
return nil
end
local menu_move2screen = function(c)
local list = {}
local count = 0
for s in screen do
local desc = next(s.outputs) or ""
if s.index ~= awful.screen.focused().index then
count = count + 1
local entry = {s.index .. ": " .. desc .. " ", menu_move2tag(c, s)}
table.insert(list, entry)
end
end
if count > 1 then
return list
end
return nil
end
function module.menu_client(custom_menu, c)
local list = {}
local list_tags = menu_move2tag(c)
if list_tags then
table.insert(list, {"move to tag", list_tags})
end
local list_screens = menu_move2screen(c)
if list_screens then
table.insert(list, {"move to screen", list_screens})
end
table.insert(list, {
"fullscreen" .. menu_marker(c.fullscreen),
function()
c.fullscreen = not c.fullscreen
c:raise()
end,
})
table.insert(list, {
"maximize" .. menu_marker(c.maximized),
function()
c.maximized = not c.maximized
c:raise()
end,
})
table.insert(list, {
"master" .. menu_marker(c == awful.client.getmaster()),
function()
c:swap(awful.client.getmaster())
end,
})
table.insert(list, {
"sticky" .. menu_marker(c.sticky),
function()
c.sticky = not c.sticky
end,
})
table.insert(list, {
"top" .. menu_marker(c.ontop),
function()
c.ontop = not c.ontop
end,
})
table.insert(list, {
"minimize" .. menu_marker(c.minimized),
function()
if c.minimized then
c.minimized = false
c:raise()
else
c.minimized = true
end
end,
})
table.insert(list, {
"floating" .. menu_marker(c.floating),
function()
c.floating = not c.floating
end,
})
table.insert(list, {
menu_marker(nil) .. "close",
function()
c:kill()
end,
})
if custom_menu and len(custom_menu) > 0 then
local function generate_menu_entry(e)
if e and type(e) == 'table' and e.text then
local text = ""
if type(e.text) == 'string' then
text = e.text
end
if type(e.text) == 'function' then
text = e.text(c)
end
return {
text,
function()
if e.func then
e.func(c)
end
end,
}
end
end
local class = c.class or ""
for regex, entries in pairs(custom_menu) do
if string.find(class, regex) then
for _, e in ipairs(entries) do
local menu_entry = generate_menu_entry(e)
if menu_entry then
table.insert(list, menu_entry)
end
end
end
end
end
return list
end
local rounded_corner_shape = function(radius, position)
if position == "bottom" then
return function(cr, width, height)
gears.shape.partially_rounded_rect(cr, width, height, false, false, true, true, radius)
end
elseif position == "top" then
return function(cr, width, height)
gears.shape.partially_rounded_rect(cr, width, height, true, true, false, false, radius)
end
end
return nil
end
local add_hot_corner = function(args)
args = args or {}
local position = args.position or ""
local placement = awful.placement[position]
if not placement then
return
end
local actions = args.buttons or {}
local s = args.screen or awful.screen.focused()
local width = args.width
local height = args.height
local color = args.color
local corner = awful.popup({
screen = s,
placement = placement,
ontop = true,
border_width = 0,
minimum_height = height,
maximum_height = height,
minimum_width = width,
maximum_width = width,
bg = color,
widget = wibox.widget.background,
})
-- this will run for every screen, so we have to make sure to only add one signal handler for every assigned signal
local must_connect_signal = (s.index == 1)
local function signal_name(pos, action)
return "hot_corners::" .. pos .. "::" .. action
end
local defs = {
{name = "left_click", button = 1},
{name = "middle_click", button = 2},
{name = "right_click", button = 3},
{name = "wheel_up", button = 4},
{name = "wheel_down", button = 5},
{name = "back_click", button = 8},
{name = "forward_click", button = 9},
}
local buttons = {}
for _, btn in ipairs(defs) do
if actions[btn.name] then
local signal = signal_name(position, btn.name)
table.insert(buttons, awful.button({}, btn.button, function()
awesome.emit_signal(signal)
end))
if must_connect_signal then
awesome.connect_signal(signal, glib_context(actions[btn.name]))
end
end
end
corner:buttons(buttons)
for _, action in pairs({"enter", "leave"}) do
if actions[action] then
local signal = signal_name(position, action)
corner:connect_signal("mouse::" .. action, function()
awesome.emit_signal(signal)
end)
if must_connect_signal then
awesome.connect_signal(signal, glib_context(actions[action]))
end
end
end
end
local function new(config)
local cfg = config or {}
local positions = cfg.positions or {"left", "right", "top", "bottom"}
local button_positions = cfg.button_positions or {"top"}
local border_width = cfg.border_width or dpi(6)
local rounded_corner = cfg.rounded_corner or nil
local color_normal = cfg.color_normal or "#56666f"
local color_focus = cfg.color_focus or "#a1bfcf"
local color_hover = cfg.color_hover or nil
local color_floating = cfg.color_floating or nil
local color_maximized = cfg.color_maximized or nil
local button_size = cfg.button_size or dpi(40)
local spacing_widget = cfg.spacing_widget or nil
local button_maximize_size = cfg.button_maximize_size or button_size
local button_minimize_size = cfg.button_minimize_size or button_size
local button_floating_size = cfg.button_floating_size or button_size
local button_top_size = cfg.button_top_size or button_size
local button_sticky_size = cfg.button_sticky_size or button_size
local button_close_size = cfg.button_close_size or button_size
local color_maximize_normal = cfg.color_maximize_normal or "#a9dd9d"
local color_maximize_focus = cfg.color_maximize_focus or "#a9dd9d"
local color_maximize_hover = cfg.color_maximize_hover or "#c3f7b7"
local color_minimize_normal = cfg.color_minimize_normal or "#f0eaaa"
local color_minimize_focus = cfg.color_minimize_focus or "#f0eaaa"
local color_minimize_hover = cfg.color_minimize_hover or "#f6ffea"
local color_close_normal = cfg.color_close_normal or "#fd8489"
local color_close_focus = cfg.color_close_focus or "#fd8489"
local color_close_hover = cfg.color_close_hover or "#ff9ea3"
local color_floating_normal = cfg.color_floating_normal or "#ddace7"
local color_floating_focus = cfg.color_floating_focus or "#ddace7"
local color_floating_hover = cfg.color_floating_hover or "#f7c6ff"
local color_sticky_normal = cfg.color_sticky_normal or "#fb8965"
local color_sticky_focus = cfg.color_sticky_focus or "#fb8965"
local color_sticky_hover = cfg.color_sticky_hover or "#ffa37f"
local color_top_normal = cfg.color_top_normal or "#7fc1ca"
local color_top_focus = cfg.color_top_focus or "#7fc1ca"
local color_top_hover = cfg.color_top_hover or "#99dbe4"
local stealth = cfg.stealth or false
local snapping = cfg.snapping or false
local snapping_center_mouse = cfg.snapping_center_mouse or false
local snapping_max_distance = cfg.snapping_max_distance or nil
local hot_corners = cfg.hot_corners or {}
local hot_corners_color = cfg.hot_corners_color or "#00000000"
local hot_corners_width = cfg.hot_corners_width or dpi(1)
local hot_corners_height = cfg.hot_corners_height or dpi(1)
local show_button_tooltips = cfg.show_button_tooltips or false -- tooltip might intercept mouseclicks; not recommended!
local show_title_tooltip = cfg.show_title_tooltip or false -- might fuck up sloppy mouse focus; not recommended!
local custom_menu_entries = cfg.custom_menu_entries or {}
menu_selection_symbol = cfg.menu_selection_symbol or " ✔"
local layout = cfg.layout or "fixed" -- "fixed" | "ratio"
local button_ratio = cfg.button_ratio or 0.2
local align_horizontal = cfg.align_horizontal or "right" -- "left" | "center" | "right"
local align_vertical = cfg.align_vertical or "center" -- "top" | "center" | "bottom"
local buttons = cfg.buttons or {"floating", "minimize", "maximize", "close"}
local button_left_click = cfg.button_left_click or function(c)
if c.maximized then
c.maximized = false
end
c:emit_signal("request::activate", "mouse_click", {raise = true})
awful.mouse.client.move(c)
end
local button_double_click = cfg.button_double_click or function(c)
c.maximized = not c.maximized
end
local button_middle_click = cfg.middle_click or function(c)
c:emit_signal("request::activate", "mouse_click", {raise = true})
awful.mouse.client.resize(c)
end
local button_right_click = cfg.right_click or function(c)
if c.client_menu then
c.client_menu:hide()
end
c.client_menu = awful.menu(module.menu_client(custom_menu_entries, c))
c.client_menu:toggle()
end
local resize_factor = cfg.resize_factor or 0.01
local button_wheel_up = cfg.button_wheel_up or function(_)
awful.client.incwfact(resize_factor)
end
local button_wheel_down = cfg.button_wheel_down or function(_)
awful.client.incwfact(-1 * resize_factor)
end
local button_back = cfg.button_back or function(_)
awful.client.swap.byidx(-1)
end
local button_forward = cfg.button_forward or function(_)
awful.client.swap.byidx(1)
end
local button_funcs = {}
local left_click_function = function(c)
if doubleclicked(c) then
button_double_click(c)
else
button_left_click(c)
end
end
client.connect_signal("smart_borders::left_click", left_click_function)
client.connect_signal("smart_borders::middle_click", button_middle_click)
client.connect_signal("smart_borders::right_click", button_right_click)
client.connect_signal("smart_borders::wheel_up", button_wheel_up)
client.connect_signal("smart_borders::wheel_down", button_wheel_down)
client.connect_signal("smart_borders::back_click", button_back)
client.connect_signal("smart_borders::forward_click", button_forward)
button_funcs[1] = function(c)
c:emit_signal("smart_borders::left_click")
end
button_funcs[2] = function(c)
c:emit_signal("smart_borders::middle_click")
end
button_funcs[3] = function(c)
c:emit_signal("smart_borders::right_click")
end
button_funcs[4] = function(c)
c:emit_signal("smart_borders::wheel_up")
end
button_funcs[5] = function(c)
c:emit_signal("smart_borders::wheel_down")
end
button_funcs[8] = function(c)
c:emit_signal("smart_borders::back_click")
end
button_funcs[9] = function(c)
c:emit_signal("smart_borders::forward_click")
end
local function handle_button_press(c, button)
local func = button_funcs[button]
if func then
func(c)
end
end
local button_definitions = {}
button_definitions["maximize"] = {
name = "maximize",
color_normal = color_maximize_normal,
color_focus = color_maximize_focus,
color_hover = color_maximize_hover,
button_size = button_maximize_size,
action = function(cl)
cl.maximized = not cl.maximized
end,
}
button_definitions["minimize"] = {
name = "minimize",
color_normal = color_minimize_normal,
color_focus = color_minimize_focus,
color_hover = color_minimize_hover,
button_size = button_minimize_size,
action = function(cl)
-- for whatever reason setting minimized does not work without wrapping it.
awful.spawn.easy_async_with_shell("sleep 0", function()
cl.minimized = true
end)
end,
}
button_definitions["floating"] = {
name = "floating",
color_normal = color_floating_normal,
color_focus = color_floating_focus,
color_hover = color_floating_hover,
button_size = button_floating_size,
action = function(cl)
cl.floating = not cl.floating
end,
}
button_definitions["close"] = {
name = "close",
color_normal = color_close_normal,
color_focus = color_close_focus,
color_hover = color_close_hover,
button_size = button_close_size,
action = function(cl)
cl:kill()
end,
}
button_definitions["sticky"] = {
name = "sticky",
color_normal = color_sticky_normal,
color_focus = color_sticky_focus,
color_hover = color_sticky_hover,
button_size = button_sticky_size,
action = function(cl)
cl.sticky = not cl.sticky
end,
}
button_definitions["top"] = {
name = "top",
color_normal = color_top_normal,
color_focus = color_top_focus,
color_hover = color_top_hover,
button_size = button_top_size,
action = function(cl)
cl.ontop = not cl.ontop
end,
}
for s in screen do
for pos, buttons in pairs(hot_corners) do
add_hot_corner({
buttons = buttons,
screen = s,
position = pos,
color = hot_corners_color,
width = hot_corners_width,
height = hot_corners_height,
})
end
end
if layout ~= "fixed" and layout ~= "ratio" then
layout = "fixed"
end
if type(button_positions) == "string" then
button_positions = {button_positions}
end
if snapping then
if awful and awful.mouse and awful.mouse.append_global_mousebindings then
local mouse_closest_client = function()
local s = awful.screen.focused()
local m_x = mouse.coords().x
local m_y = mouse.coords().y
local closest_distance, closest_c
for _, c in ipairs(s.all_clients) do
if c:isvisible() then
local x = c.x + (c.width / 2)
local y = c.y + (c.height / 2)
local dx = math.max(math.abs(m_x - x) - (c.width / 2), 0)
local dy = math.max(math.abs(m_y - y) - (c.height / 2), 0)
local distance = math.sqrt(dx * dx + dy * dy)
if (not snapping_max_distance or (distance <= snapping_max_distance)) and
(not closest_distance or distance < closest_distance) then
closest_distance = distance
closest_c = c
end
end
end
if closest_c and closest_c.valid then
closest_c:emit_signal("request::activate", "smart_borders::snapping", {raise = true})
end
return closest_c
end
awful.mouse.append_global_mousebindings({
awful.button({}, 1, function()
local c = mouse_closest_client()
if c then
if snapping_center_mouse then
mouse.coords {x = c.x + c.width / 2, y = c.y + c.height / 2}
end
left_click_function(c)
end
end),
awful.button({}, 2, function()
local c = mouse_closest_client()
if c then
button_middle_click(c)
end
end),
awful.button({}, 3, function()
local c = mouse_closest_client()
if c then
button_right_click(c)
end
end),
awful.button({}, 4, function()
local c = mouse_closest_client()
if c then
button_wheel_up(c)
end
end),
awful.button({}, 5, function()
local c = mouse_closest_client()
if c then
button_wheel_down(c)
end
end),
awful.button({}, 8, function()
local c = mouse_closest_client()
if c then
button_back(c)
end
end),
awful.button({}, 9, function()
local c = mouse_closest_client()
if c then
button_forward(c)
end
end),
})
else
naughty.notify({title = "smart_borders", text = "snapping requires awesomewm git version!", timeout = 0})
end
end
local smart_border_titlebars = function(c)
local button_widgets = {}
local border_bg = wibox.widget.base.make_widget_declarative(
{
{widget = wibox.container.margin},
id = "border_bg",
bg = color_normal,
widget = wibox.container.background,
})
border_bg:connect_signal("button::press", function(_, _, _, button)
handle_button_press(c, button)
end)
if color_hover then
border_bg:connect_signal("mouse::enter", function()
border_bg.bg = color_hover
end)
border_bg:connect_signal("mouse::leave", function()
if client.focus == c then
border_bg.bg = color_focus
else
border_bg.bg = color_normal
end
end)
end
local border_expander, border_expander_center
if layout == "fixed" then
border_expander_center = wibox.widget.base.make_widget_declarative(
{
fill_vertical = true,
fill_horizontal = true,
content_fill_vertical = true,
content_fill_horizontal = true,
border_bg,
widget = wibox.container.place,
})
border_expander = wibox.widget.base.make_widget_declarative(
{
{layout = wibox.layout.fixed.horizontal},
border_bg,
{layout = wibox.layout.fixed.horizontal},
widget = wibox.layout.align.horizontal,
})
end
local _button_positions = list2map(button_positions)
for _, pos in pairs(positions) do
local tb = awful.titlebar(c, {size = border_width, position = pos, bg = "#00000000"})
local btn_layout
if layout == "fixed" then
btn_layout = ori(pos) == "v" and wibox.layout.fixed.vertical or wibox.layout.fixed.horizontal
end
if layout == "ratio" then
btn_layout = ori(pos) == "v" and wibox.layout.ratio.vertical or wibox.layout.ratio.horizontal
end
if _button_positions[pos] then
-- border with buttons
local button_layout = wibox.widget.base.make_widget_declarative(
{id = "button_layout", spacing_widget = spacing_widget, layout = btn_layout})
local titlebar_widget
if layout == "fixed" then
if ori(pos) == "v" then
local expander = align_vertical == "center" and border_expander_center or border_expander
titlebar_widget = wibox.widget.base.make_widget_declarative(
{
align_vertical == "top" and button_layout or expander,
align_vertical == "center" and button_layout or expander,
align_vertical == "bottom" and button_layout or expander,
expand = align_vertical == "center" and "none" or "inside",
layout = wibox.layout.align.vertical,
})
else
local expander = align_horizontal == "center" and border_expander_center or border_expander
titlebar_widget = wibox.widget.base.make_widget_declarative(
{
align_horizontal == "left" and button_layout or expander,
align_horizontal == "center" and button_layout or expander,
align_horizontal == "right" and button_layout or expander,
expand = align_horizontal == "center" and "none" or "inside",
layout = wibox.layout.align.horizontal,
})
end
end
if layout == "ratio" then
titlebar_widget = wibox.widget.base.make_widget_declarative(
{button_layout, id = "titlebar_widget", bg = color_normal, widget = wibox.container.background})
end
tb:setup{
titlebar_widget,
bg = "#00000000",
shape = rounded_corner and rounded_corner_shape(rounded_corner, pos) or nil,
widget = wibox.container.background(),
}
local ratio_button_layout = wibox.widget.base.make_widget_declarative(
{
homogeneous = layout == "ratio" and true or false,
expand = true,
layout = ori(pos) == "h" and wibox.layout.grid.horizontal or wibox.layout.grid.vertical,
})
local list_of_buttons = {}
for _, btn in pairs(buttons) do
local b = button_definitions[btn]
if not b then
-- custom button
b = {}
b.name = cfg["button_" .. btn .. "_name"] or btn
b.button_size = cfg["button_" .. btn .. "_size"] or button_size
b.color_focus = cfg["color_" .. btn .. "_focus"] or "#ff00ff"
b.color_normal = cfg["color_" .. btn .. "_normal"] or "#ff00ff"
b.color_hover = cfg["color_" .. btn .. "_hover"] or "#ff1aff"
b.action = cfg["button_" .. btn .. "_function"] or nil
end
local button_widget = wibox.widget.base.make_widget_declarative(
{
{widget = wibox.container.margin},
id = b.name,
forced_width = ori(pos) == "h" and b.button_size or nil,
forced_height = ori(pos) == "v" and b.button_size or nil,
bg = b.color_normal,
widget = wibox.container.background,
})
if show_button_tooltips then
awful.tooltip {
objects = {button_widget},
mode = 'outside',
timer_function = function()
return b.name
end,
}
end
button_widget:connect_signal("mouse::enter", function()
button_widget.bg = b.color_hover
end)
button_widget:connect_signal("mouse::leave", function()
if stealth then
if c == client.focus then
button_widget.bg = color_focus
else
button_widget.bg = color_normal
end
else
if c == client.focus then
button_widget.bg = b.color_focus
else
button_widget.bg = b.color_normal
end
end
end)
button_widget:connect_signal("button::press", function(_, _, _, button)
if button == 1 then
if b.action then
b.action(c)
end
else
handle_button_press(c, button)
end
end)
table.insert(list_of_buttons, button_widget)
button_widgets[b.name] = button_widget
local update = function()
if client.focus == c then
button_widget.bg = stealth and color_focus or b.color_focus
return
end
button_widget.bg = stealth and color_normal or b.color_normal
end
button_widget.update = update
update_on_signal(c, "focus", button_widget)
update_on_signal(c, "unfocus", button_widget)
end
if layout == "ratio" then
ratio_button_layout:set_children(list_of_buttons)
local ratio_children = {}
table.insert(ratio_children, border_bg)
table.insert(ratio_children, ratio_button_layout)
table.insert(ratio_children, border_bg)
button_layout:set_children(ratio_children)
if (ori(pos) == "h" and align_horizontal == "left") or (ori(pos) == "v" and align_vertical == "top") then
button_layout:ajust_ratio(2, 0, button_ratio, 1.0 - button_ratio)
end
if (ori(pos) == "h" and align_horizontal == "right") or
(ori(pos) == "v" and align_vertical == "bottom") then
button_layout:ajust_ratio(2, 1.0 - button_ratio, button_ratio, 0)
end
if (ori(pos) == "h" and align_horizontal == "center") or
(ori(pos) == "v" and align_vertical == "center") then
local side_ratio = (1.0 - button_ratio) / 2
button_layout:ajust_ratio(2, side_ratio, button_ratio, side_ratio)
end
end
if layout == "fixed" then
button_layout:set_children(list_of_buttons)
end
else
tb:setup{
border_bg,
bg = "#00000000",
shape = rounded_corner and rounded_corner_shape(rounded_corner, pos) or nil,
widget = wibox.container.background,
}
end
end
-- show client title tooltip on border hover
if show_title_tooltip then
awful.tooltip {
objects = {border_bg},
timer_function = function()
return c.name
end,
}
end
local update_border = function()
if client.focus == c then
border_bg.bg = color_focus
return
end
if color_maximized and c.maximized then
border_bg.bg = color_maximized
return
end
if color_floating and c.floating then
border_bg.bg = color_floating
return
end
border_bg.bg = color_normal
end
border_bg.update = update_border
update_on_signal(c, "focus", border_bg)
update_on_signal(c, "unfocus", border_bg)
update_on_signal(c, "property::maximized", border_bg)
update_on_signal(c, "property::floating", border_bg)
end
client.connect_signal("request::tag", smart_border_titlebars)
end
return setmetatable(module, {
__call = function(_, ...)
new(...)
return module
end,
})
|
local uv = require "lluv"
local lua = uv.exepath()
local fake = lua .. "123456"
local counter = 0
local proc1
proc1 = uv.spawn({
file = lua;
args = {};
}, function(handle, err, status, signal)
counter = counter + 1
assert(handle == proc1)
assert(err == nil)
assert(status == 0)
end)
assert(proc1)
assert(proc1:active())
assert(not proc1:closing())
local proc2
proc2 = uv.spawn({
file = fake;
args = {};
}, function(handle, err, status, signal)
counter = counter + 1
assert(handle == proc2)
assert(err ~= nil)
assert(status == nil)
end)
assert(proc2)
assert(not proc2:active())
assert(not proc2:closing())
local proc3
proc3 = uv.spawn({
file = lua;
args = {};
})
assert(proc3)
assert(proc3:active())
assert(not proc3:closing())
local proc4, err
proc4, err = uv.spawn({
file = fake;
args = {};
})
assert(proc4 == nil)
assert(err ~= nil)
local function find_proc4()
for _, handle in ipairs(uv.handles()) do
if not( (handle == proc1 )
or (handle == proc2 )
or (handle == proc3 )
)
then return handle end
end
end
assert(#uv.handles() == 4)
proc4 = assert(find_proc4())
assert(not proc4:active())
assert(proc4:closing())
uv.run()
assert(counter == 2)
print("Done!")
|
return {'urinaal','urine','urineblaas','urinebuis','urinebuisopening','urinecontrole','urineleider','urinemonster','urineonderzoek','urineren','urinestaal','urinetest','urinevergiftiging','urineverlies','urineweg','urineweginfectie','urinezuur','urinoir','urineproductie','urinekatheter','urinelozing','urinestraal','urinestroom','urinelucht','uriot','uri','urinewegen','urineweginfecties','urinalen','urinecontroles','urineer','urineerde','urineerden','urineert','urineleiders','urinetesten','urinetests','urinoirs','urineblazen','urinebuizen','urinestalen','urinemonsters','urinezuren','urineonderzoeken'}
|
require 'torch'
require 'nn'
require 'optim'
require 'eladtools'
require 'recurrent'
require 'utils.OneHot'
require 'utils.textDataProvider'
-------------------------------------------------------
cmd = torch.CmdLine()
cmd:addTime()
cmd:text()
cmd:text('Training recurrent networks on character-level text dataset')
cmd:text()
cmd:text('==>Options')
cmd:text('===>Data Options')
cmd:option('-input', 'data/tinyshakespeare.txt', 'file with input data')
cmd:option('-shuffle', false, 'shuffle training samples')
cmd:text('===>Model And Training Regime')
cmd:option('-model', 'LSTM', 'Recurrent model [RNN, iRNN, LSTM, GRU]')
cmd:option('-seqLength', 50, 'number of timesteps to unroll for')
cmd:option('-rnnSize', 128, 'size of rnn hidden layer')
cmd:option('-numLayers', 2, 'number of layers in the LSTM')
cmd:option('-dropout', 0, 'dropout p value')
cmd:option('-LR', 2e-3, 'learning rate')
cmd:option('-LRDecay', 0, 'learning rate decay (in # samples)')
cmd:option('-weightDecay', 0, 'L2 penalty on the weights')
cmd:option('-momentum', 0, 'momentum')
cmd:option('-batchSize', 50, 'batch size')
cmd:option('-decayRate', 1.03, 'exponential decay rate')
cmd:option('-initWeight', 0.08, 'uniform weight initialization range')
cmd:option('-earlyStop', 5, 'number of bad epochs to stop after')
cmd:option('-optimization', 'rmsprop', 'optimization method')
cmd:option('-gradClip', 5, 'clip gradients at this value')
cmd:option('-epoch', 100, 'number of epochs to train')
cmd:option('-epochDecay', 5, 'number of epochs to start decay learning rate')
cmd:text('===>Platform Optimization')
cmd:option('-threads', 8, 'number of threads')
cmd:option('-type', 'cuda', 'float or cuda')
cmd:option('-devid', 1, 'device ID (if using CUDA)')
cmd:option('-nGPU', 1, 'num of gpu devices used')
cmd:option('-seed', 123, 'torch manual random number generator seed')
cmd:option('-constBatchSize', false, 'do not allow varying batch sizes')
cmd:text('===>Save/Load Options')
cmd:option('-load', '', 'load existing net weights')
cmd:option('-save', os.date():gsub(' ',''), 'save directory')
cmd:option('-optState', false, 'Save optimization state every epoch')
cmd:option('-checkpoint', 0, 'Save a weight check point every n samples. 0 for off')
opt = cmd:parse(arg or {})
opt.save = paths.concat('./Results', opt.save)
torch.setnumthreads(opt.threads)
torch.manualSeed(opt.seed)
torch.setdefaulttensortype('torch.FloatTensor')
----------------------------------------------------------------------
-- data prep
local byteVec, vocab, decoder = loadTextFileChars(opt.input)
local numTrain = math.floor(byteVec:nElement() * 0.95)
local vocabSize = #decoder
data = {
trainingData = byteVec:narrow(1, 1, numTrain),
validationData = byteVec:narrow(1, numTrain + 1, byteVec:nElement() - numTrain - 1),
vocabSize = vocabSize,
decoder = decoder,
vocab = vocab,
decode = decodeFunc(vocab, 'char'),
encode = encodeFunc(vocab, 'char')
}
----------------------------------------------------------------------
if paths.filep(opt.load) then
modelConfig = torch.load(opt.load)
print('==>Loaded Net from: ' .. opt.load)
else
modelConfig = {}
local rnnTypes = {LSTM = nn.LSTM, RNN = nn.RNN, GRU = nn.GRU, iRNN = nn.iRNN}
local rnn = rnnTypes[opt.model]
local hiddenSize = vocabSize
modelConfig.recurrent = nn.Sequential()
for i=1, opt.numLayers do
modelConfig.recurrent:add(rnn(hiddenSize, opt.rnnSize, opt.initWeight, 0))
if opt.dropout > 0 then
modelConfig.recurrent:add(nn.Dropout(opt.dropout))
end
hiddenSize = opt.rnnSize
end
modelConfig.embedder = nn.OneHot(vocabSize)
modelConfig.classifier = nn.Linear(opt.rnnSize, vocabSize)
end
local trainingConfig = require 'utils.trainRecurrent'
local train = trainingConfig.train
local evaluate = trainingConfig.evaluate
local sample = trainingConfig.sample
local optimState = trainingConfig.optimState
local saveModel = trainingConfig.saveModel
local logFilename = paths.concat(opt.save,'LossRate.log')
local log = optim.Logger(logFilename)
local decreaseLR = EarlyStop(1,opt.epochDecay)
local stopTraining = EarlyStop(opt.earlyStop, opt.epoch)
local epoch = 1
repeat
print('\nEpoch ' .. epoch ..'\n')
LossTrain = train(data.trainingData)
saveModel(epoch)
if opt.optState then
torch.save(optStateFilename .. '_epoch_' .. epoch .. '.t7', optimState)
end
print('\nTraining Loss: ' .. LossTrain)
local LossVal = evaluate(data.validationData)
print('\nValidation Loss: ' .. LossVal)
log:add{['Training Loss']= LossTrain, ['Validation Loss'] = LossVal}
log:style{['Training Loss'] = '-', ['Validation Loss'] = '-'}
log:plot()
print('\nSampled Text:\n' .. sample(nil, 400))
epoch = epoch + 1
if decreaseLR:update(LossVal) then
optimState.learningRate = optimState.learningRate / opt.decayRate
print("Learning Rate decreased to: " .. optimState.learningRate)
decreaseLR = EarlyStop(1,1)
decreaseLR:reset()
end
until stopTraining:update(LossVal)
local lowestLoss, bestIteration = stopTraining:lowest()
print("Best Iteration was " .. bestIteration .. ", With a validation loss of: " .. lowestLoss)
|
--[[
[WIP]
Currently, I don't recommend to use it. It may change.
]]
---@class general_util : module
local M = {}
--#region constants
local call = remote.call
--#endregion
-- Events
local on_reload_scenario_event
local on_new_character_event
local on_player_on_admin_surface_event
local on_player_on_scenario_surface_event
local on_player_on_lobby_surface_event
local on_toggle_event
---@type table<string, integer>
M.custom_events = {}
---@return table<string, integer>
M.get_events = function()
return call("EasyAPI", "get_events")
end
---@return table<string, table>
M.get_data = function()
return call("EasyAPI", "get_data")
end
local function get_data()
on_reload_scenario_event = call("EasyAPI", "get_event_name", "on_reload_scenario")
on_new_character_event = call("EasyAPI", "get_event_name", "on_new_character")
on_player_on_admin_surface_event = call("EasyAPI", "get_event_name", "on_player_on_admin_surface")
on_player_on_scenario_surface_event = call("EasyAPI", "get_event_name", "on_player_on_scenario_surface")
on_player_on_lobby_surface_event = call("EasyAPI", "get_event_name", "on_player_on_lobby_surface")
on_toggle_event = call("EasyAPI", "get_event_name", "on_toggle")
M.custom_events = {
on_reload_scenario = on_reload_scenario_event,
on_new_character = on_new_character_event,
on_player_on_admin_surface = on_player_on_admin_surface_event,
on_player_on_scenario_surface = on_player_on_scenario_surface_event,
on_player_on_lobby_surface = on_player_on_lobby_surface_event,
on_toggle = on_toggle_event
}
end
M.on_load = get_data
M.on_init = get_data
return M
|
-------------------------------------------------------------------------------
-- Spine Runtimes Software License v2.5
--
-- Copyright (c) 2013-2016, Esoteric Software
-- All rights reserved.
--
-- You are granted a perpetual, non-exclusive, non-sublicensable, and
-- non-transferable license to use, install, execute, and perform the Spine
-- Runtimes software and derivative works solely for personal or internal
-- use. Without the written permission of Esoteric Software (see Section 2 of
-- the Spine Software License Agreement), you may not (a) modify, translate,
-- adapt, or develop new applications using the Spine Runtimes or otherwise
-- create derivative works or improvements of the Spine Runtimes or (b) remove,
-- delete, alter, or obscure any trademarks or any copyright, trademark, patent,
-- or other intellectual property or proprietary rights notices on or in the
-- Software, including any copy thereof. Redistributions in binary or source
-- form must include this license and terms.
--
-- THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
-- IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
-- MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
-- EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-- SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
-- PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
-- USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
-- IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
-- ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
-- POSSIBILITY OF SUCH DAMAGE.
-------------------------------------------------------------------------------
local setmetatable = setmetatable
local SkeletonData = {}
SkeletonData.__index = SkeletonData
function SkeletonData.new ()
local self = {
name,
bones = {},
slots = {},
skins = {},
defaultSkin = nil,
events = {},
animations = {},
ikConstraints = {},
transformConstraints = {},
pathConstraints = {},
width, height,
version, hash, imagesPath,
slotNameIndices = {}
}
setmetatable(self, SkeletonData)
return self
end
function SkeletonData:findBone (boneName)
if not boneName then error("boneName cannot be nil.", 2) end
for i,bone in ipairs(self.bones) do
if bone.name == boneName then return bone end
end
return nil
end
function SkeletonData:findBoneIndex (boneName)
if not boneName then error("boneName cannot be nil.", 2) end
for i,bone in ipairs(self.bones) do
if bone.name == boneName then return i end
end
return -1
end
function SkeletonData:findSlot (slotName)
if not slotName then error("slotName cannot be nil.", 2) end
for i,slot in ipairs(self.slots) do
if slot.name == slotName then return slot end
end
return nil
end
function SkeletonData:findSlotIndex (slotName)
if not slotName then error("slotName cannot be nil.", 2) end
return self.slotNameIndices[slotName] or -1
end
function SkeletonData:findSkin (skinName)
if not skinName then error("skinName cannot be nil.", 2) end
for i,skin in ipairs(self.skins) do
if skin.name == skinName then return skin end
end
return nil
end
function SkeletonData:findEvent (eventName)
if not eventName then error("eventName cannot be nil.", 2) end
for i,event in ipairs(self.events) do
if event.name == eventName then return event end
end
return nil
end
function SkeletonData:findAnimation (animationName)
if not animationName then error("animationName cannot be nil.", 2) end
for i,animation in ipairs(self.animations) do
if animation.name == animationName then return animation end
end
return nil
end
function SkeletonData:findIkConstraint (constraintName)
if not constraintName then error("constraintName cannot be nil.", 2) end
for i,constraint in ipairs(self.ikConstraints) do
if constraint.name == constraintName then return constraint end
end
return nil
end
function SkeletonData:findTransformConstraint (constraintName)
if not constraintName then error("constraintName cannot be nil.", 2) end
for i,constraint in ipairs(self.transformConstraints) do
if constraint.name == constraintName then return constraint end
end
return nil
end
function SkeletonData:findPathConstraint (constraintName)
if not constraintName then error("constraintName cannot be nil.", 2) end
for i,constraint in ipairs(self.pathConstraints) do
if constraint.name == constraintName then return constraint end
end
return nil
end
function SkeletonData:findPathConstraintIndex (constraintName)
if not constraintName then error("constraintName cannot be nil.", 2) end
for i,constraint in ipairs(self.pathConstraints) do
if constraint.name == constraintName then return i end
end
return -1
end
return SkeletonData
|
require('nn')
require('cudnn')
require('inn')
require('detection')
caffeConverter = detection.CaffeModelConverter('./models/VGG16/VGG16_imgnet.lua','/mnt/mag5tb/data/detection/data/imagenet_models/VGG16.prototxt','/mnt/mag5tb/data/detection/data/imagenet_models/VGG16.v2.caffemodel','VGG16.v2','./')
caffeConverter:convert()
|
local BREAKINFOFUNC, XPCALLFUNC = require("LuaDebug")("localhost", 7003)
coroutine.start(
function()
while true do
coroutine.wait(0.1)
BREAKINFOFUNC()
end
end)
--主入口函数。从这里开始lua逻辑
function Main()
print("logic start")
end
--场景切换通知
function OnLevelWasLoaded(level)
collectgarbage("collect")
Time.timeSinceLevelLoad = 0
end
function OnApplicationQuit()
end
|
-- Project: PonyTiled a Corona Tiled Map Loader
--
-- Loads LUA saved map files from Tiled http://www.mapeditor.org/
local M = {}
local physics = require "physics"
local FlippedHorizontallyFlag = 0x80000000
local FlippedVerticallyFlag = 0x40000000
local FlippedDiagonallyFlag = 0x20000000
local ClearFlag = 0x1FFFFFFF
local function hasbit(x, p) return x % (p + p) >= p end
local function setbit(x, p) return hasbit(x, p) and x or x + p end
local function clearbit(x, p) return hasbit(x, p) and x - p or x end
local function inherit(image, properties)
for k,v in pairs(properties) do
image[k] = v
end
return image
end
function M.new(data)
local map = display.newGroup()
local layers = data.layers
local tilesets = data.tilesets
local width, height = data.width * data.tilewidth, data.height * data.tileheight
local function gidLookup(gid)
-- turn a gid into a filename
for i = 1, #tilesets do
local tileset = tilesets[i]
local firstgid = tileset.firstgid
local lastgid = firstgid + tileset.tilecount
if gid >= firstgid and gid <= lastgid then
for j = 1, #tileset.tiles do
local tile = tileset.tiles[j]
if tile.id == (gid - firstgid) then
return tile.image -- may need updating with documents directory
end
end
end
end
return false
end
for i = 1, #layers do
local layer = layers[i]
if layer.type == "objectgroup" then
local objectGroup = display.newGroup()
for j = 1, #layer.objects do
local object = layer.objects[j]
if object.gid then
-- Flipping merged from code by Sergey Lerg
local gid = object.gid
print (gid)
local flip = {}
flip.x = hasbit(gid, FlippedHorizontallyFlag)
flip.y = hasbit(gid, FlippedVerticallyFlag)
flip.xy = hasbit(gid, FlippedDiagonallyFlag)
gid = clearbit(gid, FlippedHorizontallyFlag)
gid = clearbit(gid, FlippedVerticallyFlag)
gid = clearbit(gid, FlippedDiagonallyFlag)
gid = gidLookup(gid)
local image = display.newImageRect(gid, object.width, object.height)
-- name and type
image.name = object.name
image.type = object.type
-- apply base properties
image.anchorX, image.anchorY = 0, 1
image.x, image.y = object.x, object.y
image.rotation = object.rotation
image.isVisible = object.visible
-- move anchor to center
if image.contentBounds then
local bounds = image.contentBounds
local actualCenterX, actualCenterY = (bounds.xMin + bounds.xMax)/2 , (bounds.yMin + bounds.yMax)/2
image.anchorX, image.anchorY = 0.5, 0.5
image.x = actualCenterX
image.y = actualCenterY
end
-- flip it
print (flip.x, flip.y)
if flip.xy then
print("WARNING: Unsupported Tiled rotation x,y in ", object.name)
else
if flip.x then
image.xScale = -1
end
if flip.y then
image.yScale = -1
end
end
-- simple phyics
if object.properties.bodyType then
physics.addBody(image, object.properties.bodyType, object.properties)
end
-- apply custom properties
image = inherit(image, object.properties)
image = inherit(image, layer.properties)
objectGroup:insert(image)
end
end
objectGroup.name = layer.name
objectGroup.isVisible = layer.visible
objectGroup.alpha = layer.opacity
map:insert(objectGroup)
end
end
function map:extend(...)
local plugins = arg or {}
-- each custom object above has its own game.scene module
for t = 1, #plugins do
-- load each module based on type
local plugin = require ("com.ponywolf.plugins." .. plugins[t])
-- find each type of tiled object
local images = map:listTypes(plugins[t])
if images then
-- do we have at least one?
for i = 1, #images do
-- extend the display object with its own custom code
images[i] = plugin.new(images[i])
end
end
end
end
-- return first display object with name
function map:findObject(name)
for layers = self.numChildren,1,-1 do
local layer = self[layers]
if layer.numChildren then
for i = layer.numChildren,1,-1 do
if layer[i].name == name then
return layer[i]
end
end
end
end
return false
end
-- return all display objects with type
function map:listTypes(...)
local objects = {}
for layers = self.numChildren,1,-1 do
local layer = self[layers]
if layer.numChildren then
for i = layer.numChildren,1,-1 do
for j = 1, #arg do
if arg[j]==nil or layer[i].type == arg[j] then
objects[#objects+1] = layer[i]
end
end
end
end
end
return objects
end
-- add helpful values to the map itself
map.designedWidth, map.designedHeight = width, height
return map
end
return M
|
addEvent("Music:onStreamVerify", true)
addEventHandler("Music:onStreamVerify", resourceRoot, function(streamer)
outputChatBox("#00ff00[Live Stream] #ffffffLive stream is online! Streamer: "..streamer.."#ffffff. M -> Stream to tune in!", root, 255, 255, 255, true)
end)
|
---@class CS.FairyGUI.GearDisplay2 : CS.FairyGUI.GearBase
---@field public condition number
---@field public pages String[]
---@type CS.FairyGUI.GearDisplay2
CS.FairyGUI.GearDisplay2 = { }
---@return CS.FairyGUI.GearDisplay2
---@param owner CS.FairyGUI.GObject
function CS.FairyGUI.GearDisplay2.New(owner) end
function CS.FairyGUI.GearDisplay2:Apply() end
function CS.FairyGUI.GearDisplay2:UpdateState() end
---@return boolean
---@param connected boolean
function CS.FairyGUI.GearDisplay2:Evaluate(connected) end
return CS.FairyGUI.GearDisplay2
|
--- === cp.blackmagic.resolve.color.Color ===
---
--- Color Module.
local require = require
--local log = require "hs.logger".new "Color"
local axutils = require "cp.ui.axutils"
local Group = require "cp.ui.Group"
local Tracker = require "cp.blackmagic.resolve.color.Tracker"
local childMatching = axutils.childMatching
local Color = Group:subclass("cp.blackmagic.resolve.color.Color")
Color.static.DESCRIPTION = "Color"
--- cp.blackmagic.resolve.color.Color(app) -> Color
--- Constructor
--- Creates a new `Color` instance.
---
--- Parameters:
--- * app - The Final Cut Pro app instance.
---
--- Returns:
--- * The new `Color`.
function Color:initialize(primaryWindow)
local UI = primaryWindow.UI:mutate(function(original)
if self:isShowing() then
return childMatching(original(), Group.matches)
end
end)
Group.initialize(self, primaryWindow, UI)
end
function Color.lazy.value:active()
return self:parent().colorActive
end
function Color.lazy.prop:isShowing()
return self.active.checked
end
function Color:show()
if not self:isShowing() then
self.active:click()
end
return self
end
function Color.lazy.value:tracker()
return Tracker(self)
end
return Color
|
local cqueues = require "cqueues"
local irc = require "ircclient"
local s1 = irc.create_session()
s1:register("connect", function(s) s:join("#test") end)
s1:register("channel", function(s, origin, chan, text)
if text:match("^foo") then
s:msg(chan, "bar")
end
end)
s1:connect{ host = "127.0.0.1", nick = "test1" }
local s2 = irc.create_session()
s2:register("connect", function(s) s:join("#test") end)
s2:register("channel", function(s, origin, chan, text)
if text:match("^bar") then
s:msg(chan, "baz")
end
end)
s2:connect{ host = "127.0.0.1", nick = "test2" }
local mainloop = function()
while true do
local rfd, wfd = s1:add_descriptors({}, {})
s2:add_descriptors(rfd, wfd)
local fds = {}
for i, v in ipairs(rfd) do
fds[#fds+1] = { pollfd = v, events = "r" }
end
for i, v in ipairs(wfd) do
fds[#fds+1] = { pollfd = v, events = "w" }
end
local out = { cqueues.poll(unpack(fds)) }
rfd, wfd = {}, {}
for i, v in ipairs(out) do
if v.events == "r" then
rfd[#rfd+1] = v.pollfd
else
wfd[#wfd+1] = v.pollfd
end
end
s1:process_descriptors(rfd, wfd)
s2:process_descriptors(rfd, wfd)
end
end
local cq = cqueues.new()
cq:wrap(mainloop)
assert(cq:loop())
|
-- Load CB_DEBUG Value
local CB_DEBUG = rawget(_G, "CB_DEBUG") and _G.CB_DEBUG or false
-- Load Screen Helpers
local Screen = require "helpers/ScreenHelpers"
-- Max Status Handler
local CB_MaxStatus = function(inst)
-- Exit If PlayerHud Missing
if not (Screen.IsHudScreen() or Screen.IsPauseScreen()) then return end
-- Set Instance If its missing
if not inst
or type(inst) ~= "table"
or not inst:HasTag("player")
then inst = GetPlayer() end
-- Exit if HealthComponent missing
if not (type(inst.components) == "table"
and type(inst.components.health) == "table"
and type(inst.components.hunger) == "table"
and type(inst.components.sanity) == "table"
) then return end
-- Set id default value to all
local id = TUNING.CHEAT_BOX.TYPE_MAXSTATUS
-- Set Max Health
if id == 0 -- All
or id == 1 -- Health
or id == 2 -- Health+Hunger
or id == 6 -- Health+Sanity
then
if CB_DEBUG then print("Setting Player Health To Max") end
inst.components.health:SetPercent(1)
end
-- Set Max Hunger
if id == 0 -- All
or id == 2 -- Hunger+Health
or id == 3 -- Hunger
or id == 4 -- Hunger+Sanity
then
if CB_DEBUG then print("Setting Player Hunger To Max") end
inst.components.hunger:SetPercent(1)
end
-- Set Max Sanity
if id == 0 -- All
or id == 4 -- Sanity+Hunger
or id == 5 -- Sanity
or id == 6 -- Sanity+Health
then
if CB_DEBUG then print("Setting Player Sanity To Max") end
inst.components.sanity:SetPercent(1)
end
-- Say status
inst.components.talker:Say(GetString(inst.prefab,"CB_MAX_STATUS"))
end
return CB_MaxStatus
|
-- #############################################################################
-- ## ##
-- ## Language : German ##
-- ## Locale : DE ##
-- ## Last updated : 7 Dec 2009 ##
-- ## Origin : Translated ##
-- ## Author : Necrocrypt of Siochain (EN/EU) ##
-- ## Corrections : skitey at Curse ##
-- ## ##
-- ## Thanks very much for the help. ##
-- ## ##
-- #############################################################################
-- General
--UMM_TITLE = "Ultimate Mail Mod";
--UMM_PROMPT = "UltimateMailMod";
UMM_LOADED = " geladen.";
-- Slash settings
UMM_SLASH_HELP1 = "Eingabehilfe:";
UMM_SLASH_HELP2 = "/umm sound : Audio Warnung ein-/ausschalten.";
UMM_SLASH_HELP3 = "/umm reset : Setzt die Liste eigener Charaktere zurück.";
UMM_SLASH_AUDIODISABLED = "Audio Warnung bei eingehender Post ist jetzt ausgeschaltet.";
UMM_SLASH_AUDIOENABLED = "Audio Warnung bei eingehender Post ist jetzt eingeschaltet.";
UMM_SLASH_CHARSRESET = "Liste der eigenen Charaktere wurde zurückgesetzt.";
-- New mail notify
UMM_NOTIFY_NEWMAILARRIVED = "Du hast neue Post";
UMM_NOTIFY_TOOLTIP_TITLE = "Neue Post";
UMM_NOTIFY_TOOLTIP_NEWMAIL = "Auf dich wartet neue Post.";
UMM_NOTIFY_TOOLTIP_NEWMAILS = "Auf dich warten %d neue Briefe.";
UMM_NOTIFY_TOOLTIP_MOVETIP = "Shift+Right-mouse: Icon bewegen.";
-- Menu tabs
UMM_MENU_TAB1 = "Eingang";
UMM_MENU_TAB2 = "Versenden";
UMM_MENU_TAB3 = "Massenversand Gegenstände";
-- Tooltip specific
UMM_TOOLTIP_BOUND = "Gebunden";
-- Setting
UMM_SETTINGS_AUDIOWARNING = "Sound abspielen, wenn Ich neue Post erhalte.";
-- Inbox
UMM_HELP_INBOX_LINE1 = "Du kannst mehrere Mails markieren:";
UMM_HELP_INBOX_LINE2 = "1) Gegenstand / Geld / Diamanten nehmen";
UMM_HELP_INBOX_LINE3 = "2) Mehrere Briefe zurückschicken.";
UMM_HELP_INBOX_LINE4 = "3) Mehrere Briefe löschen.";
UMM_HELP_INBOX_LINE5 = "Strg + Links-click um einen Brief zu markieren / entmarkieren.";
UMM_HELP_INBOX_RETURNTAGGED = "Alle markierten Briefe zurückschicken.";
UMM_HELP_INBOX_DELETETAGGED = "Alle markierten Briefe löschen.";
UMM_INBOX_LOADING = "Postfach wird geladen - Bitte warten...";
UMM_INBOX_EMPTY = "Dein Postfach ist leer.";
UMM_INBOX_BUTTON_TAGCHARS = "Charaktere";
UMM_INBOX_BUTTON_TAGFRIENDS = "Freunde";
UMM_INBOX_BUTTON_TAGGUILDIES = "Gildenmitglieder";
UMM_INBOX_BUTTON_TAGOTHER = "Andere";
UMM_INBOX_BUTTON_TAGEMPTY = "Leer";
UMM_INBOX_BUTTON_TAKE = "Entnehmen";
UMM_INBOX_BUTTON_RETURN = "Zurückschicken";
UMM_INBOX_BUTTON_DELETE = "Löschen";
UMM_INBOX_OPTION_1 = "Alles.";
UMM_INBOX_OPTION_2 = "Gegenstände.";
UMM_INBOX_OPTION_3 = "Geld.";
UMM_INBOX_OPTION_4 = "Diamanten.";
UMM_INBOX_CHECK_DELETEDONE = "Briefe nach Entnahme löschen.";
UMM_INBOX_LABEL_MASSTAG = "Mehrere Briefe markieren:";
UMM_INBOX_LABEL_TOTALMONEY = "Gesamtmenge Geld im Postfach:";
UMM_INBOX_LABEL_TOTALDIAMONDS = "Gesamtmenge Diamanten im Postfach:";
UMM_INBOX_LABEL_MAILCOUNT = "Anzahl der Briefe";
UMM_INBOX_STATUS_TAKEALLTAGGED = "Automatisches Briefe öffnen - Bitte warten ...";
UMM_INBOX_STATUS_PREPARETAKEDELETE = "Löschen der Briefe wird vorbereitet - Bitte warten ...";
UMM_INBOX_STATUS_RETURNTAGGED = "Automatisches Briefe zurückschicken - Bitte warten ...";
UMM_INBOX_STATUS_DELETETAGGED = "Automatisches Briefe löschen - Bitte warten ...";
-- Viewer
UMM_VIEWER_LABEL_FROM = "Absender: ";
UMM_VIEWER_LABEL_SUBJECT = "Betreff:";
UMM_VIEWER_BUTTON_REPLY = "Antwort:";
UMM_VIEWER_BUTTON_RETURN = "Zurückschicken";
UMM_VIEWER_BUTTON_DELETE = "Löschen";
UMM_VIEWER_BUTTON_CLOSE = "Schließen";
UMM_VIEWER_ATTACHED = "Anhang:";
UMM_VIEWER_ATTACHMENTCOD = "Nachnahmepreis:";
UMM_VIEWER_ATTACHMENTACCEPT = "Nachnahme akzeptieren";
UMM_VIEWER_ATTACHMENT_NOT_ACCEPTED = "Bitte Nachnahme akzeptieren auswählen und wiederholen.";
-- Composer
UMM_COMPOSER_ADDRESSEE = "An:";
UMM_COMPOSER_SUBJECT = "Betreff:";
UMM_COMPOSER_BUTTON_RESET = "Zurücksetzen";
UMM_COMPOSER_BUTTON_SEND = "Senden";
UMM_COMPOSER_ATTACHMENT = "Anhang:";
UMM_COMPOSER_AUTOSUBJECT = "Geld: ";
UMM_COMPOSER_SENDGOLD = "Gold senden";
UMM_COMPOSER_SENDCOD = "Nachnahme";
UMM_COMPOSER_CONFIRM_TEXT1 = "Sind Sie sicher, dass Sie den angezeigten Betrag ";
UMM_COMPOSER_CONFIRM_TEXT2 = "an %s senden wollen?";
UMM_COMPOSER_CONFIRM_YES = "Ja";
UMM_COMPOSER_CONFIRM_NO = "Nein";
UMM_RECIPIENT_OWN = "Charaktere";
UMM_RECIPIENT_FRIEND = "Freunde";
UMM_RECIPIENT_GUILD = "Gildenmitglieder";
-- Mass Send Items
UMM_MSI_MARKBUTTON1 = "Runen";
UMM_MSI_MARKBUTTON2 = "F. Steine";
UMM_MSI_MARKBUTTON3 = "Juwelen";
UMM_MSI_MARKBUTTON4 = "Erz";
UMM_MSI_MARKBUTTON5 = "Holz";
UMM_MSI_MARKBUTTON6 = "Kräuter";
UMM_MSI_MARKBUTTON7 = "R. Mats.";
UMM_MSI_MARKBUTTON8 = "P. Runen";
UMM_MSI_MARKBUTTON9 = "Nahrung";
UMM_MSI_MARKBUTTON10 = "Nachspeisen";
UMM_MSI_MARKBUTTON11 = "Tränke";
UMM_MSI_MARK_LABEL = "Wähle:";
UMM_MSI_MARK_TOOLTIP1 = "Runen";
UMM_MSI_MARK_TOOLTIP2 = "Fusions Steine";
UMM_MSI_MARK_TOOLTIP3 = "Juwelen";
UMM_MSI_MARK_TOOLTIP4 = "Erz";
UMM_MSI_MARK_TOOLTIP5 = "Holz";
UMM_MSI_MARK_TOOLTIP6 = "Kräuter";
UMM_MSI_MARK_TOOLTIP7 = "Rohe Materialien";
UMM_MSI_MARK_TOOLTIP8 = "Produktions Runen";
UMM_MSI_MARK_TOOLTIP9 = "Nahrung";
UMM_MSI_MARK_TOOLTIP10 = "Nachspeisen";
UMM_MSI_MARK_TOOLTIP11 = "Tränke";
UMM_MSI_MARK_TOOLTIPCLICK = "Klicken um alle Gegenstände dieser Kategorie zu markieren.";
UMM_MSI_BUTTON_ADDRESSEE = "An:";
UMM_MSI_BUTTON_RESET = "Zurücksetzen";
UMM_MSI_MAILSTOSEND = "Briefe zu versenden: %d";
UMM_MSI_ADDRESSEE = "An:";
UMM_MSI_SUBJECT = "Betreff:";
UMM_MSI_COD = "Nachnahme";
UMM_MSI_STATUS = "Status:";
UMM_MSI_STATUS_SENDING = "Versenden...";
UMM_MSI_STATUS_QUEUED = "Warteschlange.";
UMM_MSI_BUTTON_SEND = "Senden";
UMM_MSI_BUTTON_COD = "Nachnahme";
UMM_MSI_BUTTON_CANCEL = "Abbrechen";
UMM_MSI_SEND_STATUS = "Versenden %d von %d - Bitte warten...";
UMM_MSI_SEND_MAILBODY = " ";
-- Error messages
UMM_ERROR_CANTSENDSELF = "Du kannst dir selbst keine Briefe schicken.";
UMM_ERROR_NOSUBJECT = "Bitte einen Betreff angeben.";
UMM_ERROR_CANTSENDBOUND = "Du kannst keine Gebundenen Gegenstände versenden.";
UMM_ERROR_AUTOMATIONFAILED = "Automatisierter Prozess fehlgeschlagen - Prozess gestoppt.";
UMM_ERROR_NOTHINGTAGGED = "Bitte markiere einen oder mehrere Briefe!";
UMM_ERROR_CANTDELETE = "Briefe mit Anhang konnten nicht gelöscht werden !";
UMM_ERROR_CANTRETURN = "Zurückschicken des Briefes fehlgeschlagen !";
UMM_ERROR_CANTTAKECOD = "Nachnahmebriefe konnten nicht automatisch angenommen werden !";
UMM_ERROR_CANTTAKE = "Markierter Brief trifft nicht die nötigen Entnahmebedingungen !";
|
/run local items=({1520]=true,[9335]=true,[9333]=true,[9332]=true,[1645]=true,[4599]=true} for b=0,4,1 do for s=1,32,1 do local id=select(10,GetContainerItemInfo(b,s)) if items[id] then PickupContainerItem(b,s) DeleteCursorItem() end end end
|
--- Cycle through recently focused clients (Alt-Tab and more).
--
-- Author: http://daniel.hahler.de
-- Github: https://github.com/blueyed/awesome-cyclefocus
local awful = require('awful')
-- local setmetatable = setmetatable
local naughty = require("naughty")
local table = table
local tostring = tostring
local floor = require("math").floor
local capi = {
-- tag = tag,
client = client,
keygrabber = keygrabber,
-- mousegrabber = mousegrabber,
mouse = mouse,
screen = screen,
awesome = awesome,
}
local wibox = require("wibox")
local xresources = require("beautiful").xresources
local dpi = xresources and xresources.apply_dpi or function() end
--- Escape pango markup, taken from naughty.
local escape_markup = function(s)
local escape_pattern = "[<>&]"
local escape_subs = { ['<'] = "<", ['>'] = ">", ['&'] = "&" }
return s:gsub(escape_pattern, escape_subs)
end
-- Configuration. This can be overridden: global or via args to cyclefocus.cycle.
local cyclefocus
cyclefocus = {
-- Should clients get shown during cycling?
-- This should be a function (or `false` to disable showing clients), which
-- receives a client object, and can make use of `cyclefocus.show_client`
-- (the default implementation).
show_clients = true,
-- Should clients get focused during cycling?
-- This is required for the tasklist to highlight the selected entry.
focus_clients = true,
-- Should the selected client get raised?
-- This calls `cyclefocus.raise_client_without_focus` by default, which you
-- can use when overriding this with a function (that gets the client as
-- argument).
raise_client = true,
-- Should the mouse pointer be moved away during cycling?
-- This is normally done to avoid interference from sloppy focus handling,
-- but can be disabled if you do not use sloppy focus.
move_mouse_pointer = true,
-- How many entries should get displayed before and after the current one?
display_next_count = 3,
display_prev_count = 3,
-- Default preset to use for entries.
-- `preset_for_offset` (below) gets added to it.
default_preset = {},
--- Templates for entries in the list.
-- The following arguments get passed to a callback:
-- - client: the current client object.
-- - idx: index number of current entry in clients list.
-- - displayed_list: the list of entries in the list, possibly filtered.
preset_for_offset = {
-- Default callback, which will gets applied for all offsets (first).
default = function (preset, args)
-- Default font and icon size (gets overwritten for current/0 index).
preset.font = 'sans 8'
preset.icon_size = dpi(24)
preset.text = escape_markup(cyclefocus.get_client_title(args.client, false))
end,
-- Preset for current entry.
["0"] = function (preset, args)
preset.font = 'sans 14'
preset.icon_size = dpi(36)
preset.text = escape_markup(cyclefocus.get_client_title(args.client, true))
-- Add screen number if there is more than one.
if screen.count() > 1 then
preset.text = preset.text .. " [screen " .. tostring(args.client.screen.index) .. "]"
end
preset.text = preset.text .. " [#" .. args.idx .. "] "
preset.text = '<b>' .. preset.text .. '</b>'
end,
-- You can refer to entries by their offset.
-- ["-1"] = function (preset, args)
-- -- preset.icon_size = 32
-- end,
-- ["1"] = function (preset, args)
-- -- preset.icon_size = 32
-- end
},
-- Default builtin filters.
-- (meant to get applied always, but you could override them)
cycle_filters = {
function(c, source_c) return not c.minimized end, --luacheck: no unused args
},
-- Experimental: Width of icon column ("max_icon_size", used for margin).
-- This could be "margin" etc instead, but currently only the width for the
-- current entry is known.
icon_col_width = dpi(36),
-- EXPERIMENTAL: only add clients to the history that have been focused by
-- cyclefocus.
-- This allows to switch clients using other methods, but those are then
-- not added to cyclefocus' internal history.
-- The get_next_client function will then first consider the most recent
-- entry in the history stack, if it's not focused currently.
--
-- You can use cyclefocus.history.add to manually add an entry, or
-- cyclefocus.history.append if you want to add it to the end of the stack.
-- This might be useful in a request::activate signal handler.
-- XXX: needs to be also handled in request::activate then probably.
-- TODO: make this configurable during runtime of the binding, e.g. by
-- flagging entries in the stack or using different stacks.
-- only_add_internal_focus_changes_to_history = true,
-- The filter to ignore clients altogether (get not added to the history stack).
-- This is different from the cycle_filters.
-- The function should return true / the client if it's ok, nil otherwise.
filter_focus_history = awful.client.focus.filter,
-- Display notifications while cycling?
-- WARNING: without raise_clients this will not make sense probably!
display_notifications = true,
-- Debugging: messages get printed, and should show up in ~/.xsession-errors etc.
-- 1: enable, 2: verbose, 3: very verbose, 4: much verbose.
debug_level = 0,
-- Use naughty notifications for debugging (additional to printing)?
debug_use_naughty_notify = false,
}
-- Wrap icon widget with margin.
local get_icon_wrapper_widget = function(w, preset)
local icon_margin = preset.icon_margin or dpi(5)
local icon_center_margin = icon_margin + math.max(0, (cyclefocus.icon_col_width - preset.icon_size)/2)
local iconmarginbox = wibox.container.margin(w)
iconmarginbox:set_left(icon_center_margin)
iconmarginbox:set_right(icon_center_margin)
iconmarginbox:set_top(icon_margin)
iconmarginbox:set_bottom(icon_margin)
return iconmarginbox
end
-- Get widget for client icon. Uses awful.widget.clienticon if available.
if awful.widget.clienticon then
cyclefocus.get_client_icon_widget = function(c, preset)
local w = awful.widget.clienticon(c)
w:set_forced_width(preset.icon_size)
w:set_forced_height(preset.icon_size)
return get_icon_wrapper_widget(w, preset)
end
else
local has_gears, gears = pcall(require, 'gears')
local icon_loader
if has_gears then
-- Use gears to prevent memory leaking.
icon_loader = gears.surface.load
else
icon_loader = function(icon) return icon end
end
cyclefocus.get_client_icon_widget = function(c, preset)
if not c.icon then
return
end
local icon = icon_loader(c.icon)
local icon_size = preset.icon_size
-- Code originally via naughty.
local cairo = require("lgi").cairo
local scaled = cairo.ImageSurface(cairo.Format.ARGB32, icon_size, icon_size)
local cr = cairo.Context(scaled)
cr:scale(preset.icon_size / icon:get_height(), preset.icon_size / icon:get_width())
cr:set_source_surface(icon, 0, 0)
cr:paint()
icon = scaled
local iconbox = wibox.widget.imagebox()
iconbox:set_resize(false)
iconbox:set_image(icon)
return get_icon_wrapper_widget(iconbox, preset)
end
end
-- A set of default filters, which can be used for cyclefocus.cycle_filters.
cyclefocus.filters = {
-- Filter clients on the same screen.
same_screen = function (c, source_c)
return (c.screen or capi.mouse.screen) == source_c.screen
end,
same_class = function (c, source_c)
return c.class == source_c.class
end,
-- Only marked clients (via awful.client.mark and .unmark).
marked = function (c, source_c) --luacheck: no unused args
return awful.client.ismarked(c)
end,
common_tag = function (c, source_c)
if c == source_c then
return true
end
cyclefocus.debug("common_tag_filter\n"
.. cyclefocus.get_object_name(c) .. " <=> " .. cyclefocus.get_object_name(source_c), 3)
for _, t in pairs(c:tags()) do
for _, t2 in pairs(source_c:tags()) do
if t == t2 then
cyclefocus.debug('common_tag_filter: client shares tag "'
.. cyclefocus.get_object_name(t)
.. '" with "' .. cyclefocus.get_object_name(c)..'"', 2)
return true
end
end
end
return false
end,
-- EXPERIMENTAL:
-- Skip clients that were added through "focus" signal.
-- Replaces only_add_internal_focus_changes_to_history.
not_through_focus_signal = function (c, source_c) --luacheck: no unused args
local attribs = cyclefocus.history.attribs(c)
return not attribs.source or attribs.source ~= "focus"
end,
}
local ignore_focus_signal = false -- Flag to ignore the focus signal internally.
local showing_client
-- This can be used in signal handlers to e.g. skip changing border_width.
cyclefocus.get_shown_client = function()
return showing_client
end
-- Debug function. Set focusstyle.debug to activate it. {{{
cyclefocus.debug = function(msg, level)
level = level or 1
if not cyclefocus.debug_level or cyclefocus.debug_level < level then
return
end
if cyclefocus.debug_use_naughty_notify then
naughty.notify({
-- TODO: use indenting
-- text = tostring(msg)..' ['..tostring(level)..']',
text = tostring(msg),
timeout = 10,
})
end
print("cyclefocus: " .. msg)
end
local get_object_name = function (o)
if not o then
return '[no object]'
elseif not o.valid then
return '[invalid object]'
elseif not o.name then
return '[no object name]'
else
return o.name
end
end
cyclefocus.get_object_name = get_object_name
local utf8_truncate = function (s, length)
if length == 0 then
return s
end
local n = 0
for i = 1, s:len() do
local b = s:byte(i)
if b < 0x80 or b >= 0xc0 then
n = n + 1
if n > length then
return s:sub(1, i - 1) .. '…'
end
end
end
return s
end
cyclefocus.get_client_title = function (c, current) --luacheck: no unused args
-- Use get_object_name to handle .name=nil.
local title = cyclefocus.get_object_name(c)
return utf8_truncate(title, 80)
end
-- }}}
-- Internal functions to handle the focus history. {{{
-- Based on awful.client.focus.history.
local history = {
stack = {}
}
--- Remove a client from the history stack.
-- @tparam table Client.
function history.delete(c)
local k = history._get_key(c)
if k then
table.remove(history.stack, k)
end
end
function history._get_key(c)
for k, v in ipairs(history.stack) do
if v[1] == c then
return k
end
end
end
function history.attribs(c)
local k = history._get_key(c)
if k then
return history.stack[k][2]
end
end
function history.clear()
history.stack = {}
end
-- @param filter: a function / boolean to filter clients: true means to add it.
function history.add(c, filter, append, attribs)
filter = filter or cyclefocus.filter_focus_history
append = append or false
attribs = attribs or {}
-- Less verbose debugging during startup/restart.
cyclefocus.debug("history.add: " .. get_object_name(c), capi.awesome.startup and 4 or 2)
if filter and type(filter) == "function" then
if not filter(c) then
cyclefocus.debug("Filtered! " .. get_object_name(c), 2)
return true
end
end
-- Remove any existing entries from the stack.
history.delete(c)
if append then
table.insert(history.stack, {c, attribs})
else
table.insert(history.stack, 1, {c, attribs})
end
-- Manually add it to awesome's internal history (where we've removed the
-- signal from).
awful.client.focus.history.add(c)
end
function history.movetotop(c)
local attribs = history.attribs(c)
history.add(c, true, false, attribs)
end
function history.append(c, filter, attribs)
return history.add(c, filter, true, attribs)
end
--- Save the history into a X property.
function history.persist()
local ids = {}
for _, v in ipairs(history.stack) do
table.insert(ids, v[1].window)
end
local xprop = table.concat(ids, " ")
capi.awesome.set_xproperty('awesome.cyclefocus.history', xprop)
end
--- Load history from the X property.
function history.load()
local xprop = capi.awesome.get_xproperty('awesome.cyclefocus.history')
if not xprop or xprop == "" then
return
end
local cls = capi.client.get()
local ids = {}
for id in string.gmatch(xprop, "%S+") do
table.insert(ids, 1, id)
end
for _,window in ipairs(ids) do
for _,c in pairs(cls) do
if tonumber(window) == c.window then
history.add(c, true, false, {source="load"})
break
end
end
end
end
-- Persist history when restarting awesome.
capi.awesome.register_xproperty('awesome.cyclefocus.history', 'string')
capi.awesome.connect_signal("exit", function(restarting)
ignore_focus_signal = true
if restarting then
history.persist()
end
end)
-- On startup / restart: load the history and jump to the last focused client.
cyclefocus.load_on_startup = function()
capi.awesome.disconnect_signal("refresh", cyclefocus.load_on_startup)
ignore_focus_signal = true
history.load()
if history.stack[1] then
showing_client = history.stack[1][1]
showing_client:jump_to()
showing_client = nil
end
ignore_focus_signal = false
end
capi.awesome.connect_signal("refresh", cyclefocus.load_on_startup)
-- Export it. At least history.add should be.
cyclefocus.history = history
-- }}}
-- Connect to signals. {{{
-- Add clients that got focused to the history stack,
-- but not when we are cycling through the clients ourselves.
capi.client.connect_signal("focus", function (c)
if ignore_focus_signal or capi.awesome.startup then
cyclefocus.debug("Ignoring focus signal: " .. get_object_name(c), 4)
return
end
history.add(c, nil, nil, {source="focus"})
end)
-- Disable awesome's internal history handler to handle `ignore_focus_signal`.
-- https://github.com/awesomeWM/awesome/pull/906.
if awful.client.focus.history.disable_tracking then
awful.client.focus.history.disable_tracking()
else
capi.client.disconnect_signal("focus", awful.client.focus.history.add)
end
capi.client.connect_signal("manage", function (c)
if ignore_focus_signal then
cyclefocus.debug("Ignoring focus signal (manage): " .. get_object_name(c), 2)
return
end
-- During startup: append any clients, to make them known,
-- but not override history.load etc.
if capi.awesome.startup then
history.append(c)
else
history.add(c, nil, false, {source="manage"})
end
end)
capi.client.connect_signal("unmanage", function (c)
history.delete(c)
end)
-- }}}
-- Raise a client (does not include focusing).
-- Default implementation for raise_client option.
-- NOTE: awful.client.jumpto also focuses the screen / resets the mouse.
-- See https://github.com/blueyed/awesome-cyclefocus/issues/6
-- Based on awful.client.jumpto, without the code for mouse.
-- Calls tag:viewonly always to update the tag history, also when
-- the client is visible.
cyclefocus.raise_client_without_focus = function(c)
-- Try to make client visible, this also covers e.g. sticky
local t = c:tags()[1]
if t then
t:view_only()
end
c:jump_to()
end
local restore_callback_show_client
local show_client_restore_client_props = {}
client.connect_signal("unmanage", function (c)
if c == restore_callback_show_client then
restore_callback_show_client = nil
end
if c == showing_client then
showing_client = nil
end
if show_client_restore_client_props[c] then
show_client_restore_client_props[c] = nil
end
end)
local beautiful = require("beautiful")
--- Callback to get properties for clients that are shown during cycling.
-- @client c
-- @return table
cyclefocus.decorate_show_client = function(c)
return {
-- border_color = beautiful.fg_focus,
border_color = beautiful.border_focus,
border_width = c.border_width or 1,
-- XXX: changes layout / triggers resizes.
-- border_width = 10,
}
end
--- Callback to get properties for other clients that are visible during cycling.
-- @client c
-- @return table
cyclefocus.decorate_show_client_others = function(c) --luacheck: no unused args
return {
-- XXX: too distracting.
-- opacity = 0.7
}
end
local show_client_apply_props = {}
local show_client_apply_props_others = {}
local show_client_restore_client_props_others = {}
local callback_show_client_lock
local decorate_if_showing_client = function (c)
if c == showing_client then
cyclefocus.callback_show_client(c)
end
end
-- A table with property callbacks. Could be merged with decorate_if_showing_client.
local update_show_client_restore_client_props = {}
--- Callback when a client gets shown during cycling.
-- This can be overridden itself, but it's meant to be configured through
-- decorate_show_client instead.
-- @client c
-- @param boolean Restore the previous state?
cyclefocus.callback_show_client = function (c, restore)
if callback_show_client_lock then return end
callback_show_client_lock = true
if restore then
-- Restore all saved properties.
if show_client_restore_client_props[c] then
-- Disconnect signals.
for k,_ in pairs(show_client_restore_client_props[c]) do
client.disconnect_signal("property::" .. k, decorate_if_showing_client)
client.disconnect_signal("property::" .. k, update_show_client_restore_client_props[c][k])
end
for k,v in pairs(show_client_restore_client_props[c]) do
c[k] = v
end
-- Restore properties for other clients.
for _c,props in pairs(show_client_restore_client_props_others[c]) do
for k,v in pairs(props) do
-- XXX: might have an "invalid object" here!
_c[k] = v
end
end
show_client_apply_props[c] = nil
show_client_restore_client_props[c] = nil
show_client_restore_client_props_others[c] = nil
end
else
-- Save orig settings on first call.
local first_call = not show_client_restore_client_props[c]
if first_call then
show_client_restore_client_props[c] = {}
show_client_apply_props[c] = {}
-- Get props to apply and store original values.
show_client_apply_props[c] = cyclefocus.decorate_show_client(c)
update_show_client_restore_client_props[c] = {}
for k,_ in pairs(show_client_apply_props[c]) do
show_client_restore_client_props[c][k] = c[k]
end
-- Get props for other clients and store original values.
-- TODO: handle all screens?!
show_client_apply_props_others[c] = cyclefocus.decorate_show_client_others(c)
show_client_restore_client_props_others[c] = {}
for s in capi.screen do
for _,_c in pairs(awful.client.visible(s)) do
if _c ~= c then
show_client_restore_client_props_others[c][_c] = {}
for k,_ in pairs(show_client_apply_props_others[c]) do
show_client_restore_client_props_others[c][_c][k] = _c[k]
end
end
end
end
end
-- Apply props from callback.
for k,v in pairs(show_client_apply_props[c]) do
c[k] = v
end
-- Apply props for other clients.
for _c,_ in pairs(show_client_restore_client_props_others[c]) do
for k,v in pairs(show_client_apply_props_others[c]) do
_c[k] = v -- see: XXX_1
end
end
if first_call then
for k,_ in pairs(show_client_apply_props[c]) do
client.connect_signal("property::" .. k, decorate_if_showing_client)
-- Update client props to be restored during showing a client,
-- e.g. border_color from focus signals.
update_show_client_restore_client_props[c][k] = function()
if c.valid then
show_client_restore_client_props[c][k] = c[k]
end
end
client.connect_signal("property::" .. k, update_show_client_restore_client_props[c][k])
end
-- TODO: merge with above; also disconnect on restore.
-- for k,v in pairs(show_client_apply_props_others[c]) do
-- client.connect_signal("property::" .. k, decorate_if_showing_client)
-- end
end
end
callback_show_client_lock = false
end
-- Handle temporarily setting "ontop" for shown clients.
-- This is a function that keeps track and handles the related "below",
-- "above", and "fullscreen" properties.
-- Ref: https://github.com/awesomeWM/awesome/issues/667
local restore_ontop_c
-- Helper function to restore state of the temporarily selected client.
cyclefocus.show_client = function (c)
showing_client = c
if c then
if restore_callback_show_client then
cyclefocus.callback_show_client(restore_callback_show_client, true)
end
restore_callback_show_client = c
-- Restore ontop (and related) properties.
if restore_ontop_c then
restore_ontop_c()
restore_ontop_c = nil
end
-- Handle setting ontop for the current client.
-- This involves managing other properties, since setting "ontop"
-- resets "fullscreen", "below", and "above".
if not c.ontop then
if c.fullscreen then
-- Keep fullscreen clients as is.
-- This requires to temporarily unset ontop for others.
-- NOTE: the client might not be visible with other ontop clients
-- after selecting it. This could be handled by setting
-- ontop in the end (unsetting its fullscreen then though).
local ontop_restore_clients = {}
for _,_c in pairs(awful.client.visible(client.screen)) do
if _c.ontop then
table.insert(ontop_restore_clients, _c)
_c.ontop = false
end
end
if #ontop_restore_clients then
function restore_ontop_c()
for _,_c in pairs(ontop_restore_clients) do
if _c.valid then
_c.ontop = true
end
end
end
end
else
local ontop_orig_props = {c.ontop, c.below, c.above, c.fullscreen}
function restore_ontop_c()
if c.valid then
c.ontop = ontop_orig_props[1]
c.below = ontop_orig_props[2]
c.above = ontop_orig_props[3]
c.fullscreen = ontop_orig_props[4]
end
end
c.ontop = true
end
end
-- Make the clients tag visible, if it currently is not.
local sel_tags = c.screen.selected_tags
local c_tag = c.first_tag or c:tags()[1]
if c_tag and not awful.util.table.hasitem(sel_tags, c_tag) then
-- Select only the client's first tag, after de-selecting
-- all others.
-- Make the client sticky temporarily, so it will be
-- considered visbile internally.
-- NOTE: this is done for client_maybevisible (used by autofocus).
local restore_sticky = c.sticky
c.sticky = true
for _, t in pairs(c.screen.tags) do
if t ~= c_tag then
t.selected = false
end
end
c_tag.selected = true
-- Restore.
c.sticky = restore_sticky
end
cyclefocus.callback_show_client(c, false)
else -- No client provided, restore only.
if restore_ontop_c then
restore_ontop_c()
restore_ontop_c = nil
end
cyclefocus.callback_show_client(restore_callback_show_client, true)
showing_client = nil
end
end
--- Cached main wibox.
local wbox
local wbox_screen
local layout
-- Main function.
cyclefocus.cycle = function(startdirection_or_args, args)
if type(startdirection_or_args) == 'number' then
awful.util.deprecate('startdirection is not used anymore: pass in args only', {raw=true})
else
args = startdirection_or_args
end
args = awful.util.table.join(awful.util.table.clone(cyclefocus), args)
-- The key name of the (last) modifier: this gets used for the "release" event.
local modifier = args.modifier or 'Alt_L'
local keys = args.keys or {'Tab', 'ISO_Left_Tab'}
local shift = args.shift or 'Shift'
-- cycle_filters: merge with defaults from module.
local cycle_filters = awful.util.table.join(args.cycle_filters or {},
cyclefocus.cycle_filters)
-- Use "Escape" as exit_key if not used as key.
local exit_key = args.exit_key
if exit_key == nil then
for _,key in pairs({'Escape', 'q'}) do
if not awful.util.table.hasitem(keys, key) then
exit_key = key
break
end
end
end
-- Not documented.
local get_client_icon_widget = args.get_client_icon_widget
local filter_result_cache = {} -- Holds cached filter results.
local show_clients = args.show_clients
if show_clients and type(show_clients) ~= 'function' then
show_clients = cyclefocus.show_client
end
local raise_client_fn = args.raise_client
if raise_client_fn and type(raise_client_fn) ~= 'function' then
raise_client_fn = cyclefocus.raise_client_without_focus
end
-- Support single filter.
if args.cycle_filter then
cycle_filters = awful.util.table.clone(cycle_filters)
table.insert(cycle_filters, args.cycle_filter)
end
-- Set flag to ignore any focus events while cycling through clients.
ignore_focus_signal = true
-- Internal state.
local initiating_client = args.initiating_client or capi.client.focus -- Will be jumped to via Escape (abort).
-- Save list of selected tags for all screens.
local restore_tag_selected = {}
for s in capi.screen do
restore_tag_selected[s] = {}
for _,t in pairs(s.tags) do
restore_tag_selected[s][t] = t.selected
end
end
--- Helper function to get the next client.
-- @param direction 1 (forward) or -1 (backward).
-- @param idx Current index in the stack.
-- @param stack Current stack (default: history.stack).
-- @param consider_cur_idx Also look at the current idx, and consider it
-- when it's not focused.
-- @return client or nil and current index in stack.
local get_next_client = function(direction, idx, stack, consider_cur_idx)
local startidx = idx
stack = stack or history.stack
consider_cur_idx = consider_cur_idx or args.focus_clients
local nextc
cyclefocus.debug('get_next_client: #' .. idx .. ", dir=" .. direction
.. ", start=" .. startidx .. ", consider_cur=" .. tostring(consider_cur_idx), 2)
local n = #stack
if consider_cur_idx then
local c_top = stack[idx][1]
if c_top ~= capi.client.focus then
n = n+1
cyclefocus.debug("Considering nextc from top of stack: " .. tostring(c_top), 2)
else
consider_cur_idx = false
end
end
for loop_stack_i = 1, n do
if not consider_cur_idx or loop_stack_i ~= 1 then
idx = idx + direction
if idx < 1 then
idx = #stack
elseif idx > #stack then
idx = 1
end
end
cyclefocus.debug('find loop: #' .. idx .. ", dir=" .. direction, 3)
nextc = stack[idx][1]
if nextc then
-- Filtering.
if cycle_filters then
-- Get and init filter cache data structure. {{{
-- TODO: move function(s) up?
local get_cached_filter_result = function(f, a, b)
b = b or false -- handle nil
if filter_result_cache[f] == nil then
filter_result_cache[f] = { [a] = { [b] = { } } }
return nil
elseif filter_result_cache[f][a] == nil then
filter_result_cache[f][a] = { [b] = { } }
return nil
elseif filter_result_cache[f][a][b] == nil then
return nil
end
return filter_result_cache[f][a][b]
end
local set_cached_filter_result = function(f, a, b, value)
b = b or false -- handle nil
get_cached_filter_result(f, a, b) -- init
filter_result_cache[f][a][b] = value
end -- }}}
-- Apply filters, while looking up cache.
local filter_result
for _k, filter in pairs(cycle_filters) do
cyclefocus.debug("Checking filter ".._k.."/"..#cycle_filters..": "..tostring(filter), 4)
filter_result = get_cached_filter_result(filter, nextc, initiating_client)
if filter_result ~= nil then
if not filter_result then
nextc = false
break
end
else
filter_result = filter(nextc, initiating_client)
set_cached_filter_result(filter, nextc, initiating_client, filter_result)
if not filter_result then
cyclefocus.debug("Filtering/skipping client: " .. get_object_name(nextc), 3)
nextc = false
break
end
end
end
end
if nextc then
-- Found client to switch to.
break
end
end
end
cyclefocus.debug("get_next_client returns: " .. get_object_name(nextc) .. ', idx=' .. idx, 1)
return nextc, idx
end
local first_run = true
local nextc
local idx = 1 -- Currently focused client in the stack.
-- Get the screen before moving the mouse.
local initial_screen = awful.screen.focused and awful.screen.focused() or mouse.screen
-- Move mouse pointer away to avoid sloppy focus kicking in.
local restore_mouse_coords
if show_clients and args.move_mouse_pointer then
local s = capi.screen[capi.mouse.screen]
local coords = capi.mouse.coords()
restore_mouse_coords = {s = s, x = coords.x, y = coords.y}
local pos = {x = s.geometry.x, y = s.geometry.y}
-- move cursor without triggering signals mouse::enter and mouse::leave
capi.mouse.coords(pos, true)
restore_mouse_coords.moved = pos
end
capi.keygrabber.run(function(mod, key, event)
-- Helper function to exit out of the keygrabber.
-- If a client is given, it will be jumped to.
local exit_grabber = function(c)
cyclefocus.debug("exit_grabber: " .. get_object_name(c), 2)
if wbox then
wbox.visible = false
end
capi.keygrabber.stop()
-- Restore.
if show_clients then
show_clients()
end
-- Restore previously selected tags for screen(s).
-- With a given client, handle other screens first, otherwise
-- the focus might be on the wrong screen.
if restore_tag_selected then
for s in capi.screen do
if not c or s ~= c.screen then
for _,t in pairs(s.tags) do
t.selected = restore_tag_selected[s][t]
end
end
end
end
-- Restore mouse if it has not been moved during cycling.
if restore_mouse_coords then
if restore_mouse_coords.s == capi.screen[capi.mouse.screen] then
local coords = capi.mouse.coords()
local moved_coords = restore_mouse_coords.moved
if moved_coords.x == coords.x and moved_coords.y == coords.y then
capi.mouse.coords({x = restore_mouse_coords.x, y = restore_mouse_coords.y}, true)
end
end
end
if c then
showing_client = c
raise_client_fn(c)
if c ~= initiating_client then
history.movetotop(c)
end
showing_client = nil
end
ignore_focus_signal = false
return true
end
cyclefocus.debug("grabber: mod: " .. table.concat(mod, ',')
.. ", key: " .. tostring(key)
.. ", event: " .. tostring(event)
.. ", modifier_key: " .. tostring(modifier), 3)
if exit_key and key == exit_key then
return exit_grabber(initiating_client)
elseif #mod == 1 and mod[1] == 'Control' and key == 'c' then
-- exit on Ctrl-C always.
return exit_grabber(initiating_client)
end
-- Direction (forward/backward) is determined by status of shift.
local direction = awful.util.table.hasitem(mod, shift) and -1 or 1
if event == "release" and key == modifier then
-- Focus selected client when releasing modifier.
-- When coming here on first run, the trigger was pressed quick and
-- we need to fetch the next client while exiting.
if first_run then
nextc, idx = get_next_client(direction, idx)
end
if show_clients then
show_clients(nextc)
end
return exit_grabber(nextc)
end
-- Ignore any "release" events and unexpected keys, except for the first run.
if not first_run then
if not awful.util.table.hasitem(keys, key) then
cyclefocus.debug("Ignoring unexpected key: " .. tostring(key), 1)
return true
end
if event == "release" then
return true
end
end
first_run = false
nextc, idx = get_next_client(direction, idx)
if not nextc then
return exit_grabber()
end
-- Show the client, which triggers setup of restore_callback_show_client etc.
if show_clients then
show_clients(nextc)
end
-- Focus client.
if args.focus_clients then
capi.client.focus = nextc
end
if not args.display_notifications then
return true
end
local container_margin_top_bottom = dpi(5)
local container_margin_left_right = dpi(5)
if not wbox then
wbox = wibox({ontop = true })
wbox._for_screen = mouse.screen
wbox:set_fg(beautiful.fg_normal)
wbox:set_bg("#ffffff00")
local container_inner = wibox.layout.align.vertical()
local container_layout = wibox.container.margin(
container_inner,
container_margin_left_right, container_margin_left_right,
container_margin_top_bottom, container_margin_top_bottom)
container_layout = wibox.container.background(container_layout)
container_layout:set_bg(beautiful.bg_normal..'cc')
wbox:set_widget(container_layout)
-- "fixed" appears to work better for when there are no icons to
-- prevent cropping of the text.
layout = wibox.layout.fixed.vertical()
container_inner:set_middle(layout)
else
layout:reset()
end
-- Set geometry always, the screen might have changed.
if not wbox_screen or wbox_screen ~= initial_screen then
wbox_screen = initial_screen
local wa = screen[wbox_screen].workarea
local w = math.ceil(wa.width * 0.618)
wbox:geometry({
-- right-align.
x = math.ceil(wa.x + wa.width - w),
width = w,
})
end
local wbox_height = 0
-- Create entry with index, name and screen.
local display_entry_for_idx_offset = function(offset, c, _idx, displayed_list) -- {{{
local preset = awful.util.table.clone(args.default_preset)
-- Callback.
local args_for_cb = {
client=c,
offset=offset,
idx=_idx,
displayed_list=displayed_list }
local preset_for_offset = args.preset_for_offset
-- Callback for all.
if preset_for_offset.default then
preset_for_offset.default(preset, args_for_cb)
end
-- Callback for offset.
local preset_cb = preset_for_offset[tostring(offset)]
if preset_cb then
preset_cb(preset, args_for_cb)
end
local entry_layout = wibox.layout.fixed.horizontal()
if preset.icon_size then
local icon_widget = get_client_icon_widget(c, preset)
if icon_widget then
entry_layout:add(icon_widget)
end
end
local textbox = wibox.widget.textbox()
textbox:set_markup(preset.text)
textbox:set_font(preset.font)
textbox:set_wrap("word_char")
textbox:set_ellipsize("middle")
-- Set height to no wrap with fixed main layout.
local _, h = textbox:get_preferred_size(c.screen)
textbox:set_forced_height(h)
local textbox_margin = wibox.container.margin(textbox)
textbox_margin:set_margins(dpi(5))
entry_layout:add(textbox_margin)
entry_layout = wibox.container.margin(
entry_layout, dpi(5), dpi(5), dpi(2), dpi(2))
local entry_with_bg = wibox.container.background(entry_layout)
if offset == 0 then
entry_with_bg:set_fg(beautiful.fg_focus)
entry_with_bg:set_bg(beautiful.bg_focus)
else
entry_with_bg:set_fg(beautiful.fg_normal)
-- entry_with_bg:set_bg(beautiful.bg_normal.."dd")
end
layout:add(entry_with_bg)
-- Add height to outer wibox.
local context = {dpi=beautiful.xresources.get_dpi(initial_screen)}
_, h = entry_with_bg:fit(context, wbox.width, 2^20)
wbox_height = wbox_height + h
end -- }}}
-- Get clients before and after currently selected one.
local prevnextlist = awful.util.table.clone(history.stack) -- Use a copy, entries will get nil'ed.
local _idx = idx
local dlist = {} -- A table with offset => stack index.
dlist[0] = _idx
prevnextlist[_idx][1] = false
-- Build dlist for both directions, depending on how many entries should get displayed.
for _,dir in ipairs({1, -1}) do
_idx = dlist[0]
local n = dir == 1 and args.display_next_count or args.display_prev_count
for i = 1, n do
local _i = i * dir
_, _idx = get_next_client(dir, _idx, prevnextlist, false)
if _ then
dlist[_i] = _idx
end
prevnextlist[_idx][1] = false
end
end
-- Sort the offsets.
local offsets = {}
for n in pairs(dlist) do table.insert(offsets, n) end
table.sort(offsets)
-- Display the wibox.
for _,i in ipairs(offsets) do
_idx = dlist[i]
display_entry_for_idx_offset(i, history.stack[_idx][1], _idx, dlist)
end
local wa = screen[initial_screen].workarea
local h = wbox_height + container_margin_top_bottom*2
wbox:geometry({
height = h,
y = wa.y + floor(wa.height/2 - h/2),
})
wbox.visible = true
return true
end)
end
-- A helper method to wrap awful.key.
function cyclefocus.key(mods, key, startdirection_or_args, args)
mods = mods or {modkey} or {"Mod4"}
key = key or "Tab"
if type(startdirection_or_args) == 'number' then
awful.util.deprecate('startdirection is not used anymore: pass in mods, key, args', {raw=true})
else
args = startdirection_or_args
end
args = args and awful.util.table.clone(args) or {}
if not args.keys then
if key == "Tab" then
args.keys = {"Tab", "ISO_Left_Tab"}
else
args.keys = {key}
end
end
if not args.modifier then
-- Convert modifier to key name.
-- Table from awful.key.
local conversion = {
mod4 = "Super_L",
control = "Control_L",
shift = "Shift_L",
mod1 = "Alt_L",
-- AltGr (https://github.com/awesomeWM/awesome/pull/2515).
mod5 = "ISO_Level3_Shift",
}
args.modifier = conversion[mods[1]:lower()]
if not args.modifier then
args.modifier = mods[1]
end
end
return awful.key(mods, key, function(c)
args.initiating_client = c -- only for clientkeys, might be nil!
cyclefocus.cycle(args)
end)
end
return cyclefocus
|
local x = {
1, 2, 3, 4,
}
for k, v in pairs(x) do
print(k, v)
end
print("done")
|
return {
code = 'PARAM_ILLEGAL',
key = "PARAM_ILLEGAL",
}
|
local QuestConstants =
{
Tables =
{
{
Name = "QuestTagType",
Type = "Enumeration",
NumValues = 16,
MinValue = 0,
MaxValue = 15,
Fields =
{
{ Name = "Tag", Type = "QuestTagType", EnumValue = 0 },
{ Name = "Profession", Type = "QuestTagType", EnumValue = 1 },
{ Name = "Normal", Type = "QuestTagType", EnumValue = 2 },
{ Name = "PvP", Type = "QuestTagType", EnumValue = 3 },
{ Name = "PetBattle", Type = "QuestTagType", EnumValue = 4 },
{ Name = "Bounty", Type = "QuestTagType", EnumValue = 5 },
{ Name = "Dungeon", Type = "QuestTagType", EnumValue = 6 },
{ Name = "Invasion", Type = "QuestTagType", EnumValue = 7 },
{ Name = "Raid", Type = "QuestTagType", EnumValue = 8 },
{ Name = "Contribution", Type = "QuestTagType", EnumValue = 9 },
{ Name = "RatedReward", Type = "QuestTagType", EnumValue = 10 },
{ Name = "InvasionWrapper", Type = "QuestTagType", EnumValue = 11 },
{ Name = "FactionAssault", Type = "QuestTagType", EnumValue = 12 },
{ Name = "Islands", Type = "QuestTagType", EnumValue = 13 },
{ Name = "Threat", Type = "QuestTagType", EnumValue = 14 },
{ Name = "CovenantCalling", Type = "QuestTagType", EnumValue = 15 },
},
},
{
Name = "RelativeContentDifficulty",
Type = "Enumeration",
NumValues = 5,
MinValue = 0,
MaxValue = 4,
Fields =
{
{ Name = "Trivial", Type = "RelativeContentDifficulty", EnumValue = 0 },
{ Name = "Easy", Type = "RelativeContentDifficulty", EnumValue = 1 },
{ Name = "Fair", Type = "RelativeContentDifficulty", EnumValue = 2 },
{ Name = "Difficult", Type = "RelativeContentDifficulty", EnumValue = 3 },
{ Name = "Impossible", Type = "RelativeContentDifficulty", EnumValue = 4 },
},
},
{
Name = "QuestWatchConsts",
Type = "Constants",
Values =
{
{ Name = "MAX_QUEST_WATCHES", Type = "number", Value = 25 },
{ Name = "MAX_WORLD_QUEST_WATCHES_AUTOMATIC", Type = "number", Value = 1 },
{ Name = "MAX_WORLD_QUEST_WATCHES_MANUAL", Type = "number", Value = 5 },
},
},
},
};
APIDocumentation:AddDocumentationTable(QuestConstants);
|
-- 6Harmonics Qige @ K2E 7S4
-- 2017.03.01
local cmd = require 'six.cmd'
local conf = require 'six.conf'
local fmt = require 'six.fmt'
local ABB = require 'kpi.ABB'
local NW = {}
NW.conf = {}
NW.conf.eth_ifname = 'eth0'
NW.conf.wls_ifname = 'wlan0'
NW.conf.ap_ifname = 'br-lan'
NW.cache = {}
NW.cache._bridge = 0
NW.cache._eth_ip = ''
NW.cache._wls_ip = ''
NW.cache._eth_txb = 0
NW.cache._eth_rxb = 0
NW.cache._wls_txb = 0
NW.cache._wls_rxb = 0
NW.cache.ts = os.time()
NW.ops = {}
function NW.ops.Update()
local _result
local _fmt = '{"bridge": %d, "wan_ip": "%s", "lan_ip": "%s"'
_fmt = _fmt .. ' ,"eth_rxb": %d, "eth_txb": %d, "wls_rxb": %d, "wls_txb": %d }'
local _data = NW.ops.read()
_result = string.format(_fmt, _data.bridge or 1,
_data.wan_ip or '-', _data.lan_ip or '-',
_data.eth_rxb or 0, _data.eth_txb or 0,
_data.wls_rxb or 0, _data.wls_txb or 0)
return _result
end
function NW.ops.Data()
local _data = NW.ops.read()
return _data
end
function NW.ops.conf()
if (conf.file.get('network', 'lan', 'type') == 'bridge') then
NW.cache._bridge = 1
else
NW.cache._bridge = 0
end
NW.cache._wls_ip = conf.file.get('network', 'lan', 'ipaddr')
NW.cache._eth_ip = conf.file.get('network', 'wan', 'ipaddr')
end
-- TODO: fix CAR with muilti EARs
function NW.ops.thrpt()
local wls_mode = ABB.cache.mode()
if (wls_mode == 'CAR' or wls_mode == 'Mesh') then
wls_ifname = NW.conf.ap_ifname
eth_ifname = NW.conf.eth_ifname
else
wls_ifname = NW.conf.wls_ifname
eth_ifname = NW.conf.eth_ifname
end
-- read LAN rxbytes, txbytes
local _wls_rxbtxb = NW.get.rxbtxb(wls_ifname)
if (_wls_rxbtxb and #_wls_rxbtxb >= 2) then
NW.cache._wls_rxb = _wls_rxbtxb[1]
NW.cache._wls_txb = _wls_rxbtxb[2]
else
NW.cache._wls_rxb = 0
NW.cache._wls_txb = 0
end
-- read WAN rxbytes, txbytes
local _eth_rxbtxb = NW.get.rxbtxb(eth_ifname)
if (_eth_rxbtxb and #_eth_rxbtxb >= 2) then
NW.cache._eth_rxb = _eth_rxbtxb[1]
NW.cache._eth_txb = _eth_rxbtxb[2]
else
NW.cache._eth_rxb = 0
NW.cache._eth_txb = 0
end
end
function NW.ops.read()
local _nw = {}
-- call for update
NW.ops.conf()
NW.ops.thrpt()
_nw.bridge = NW.cache._bridge
_nw.wan_ip = NW.cache._eth_ip
_nw.lan_ip = NW.cache._wls_ip
_nw.eth_rxb = fmt.n(NW.cache._eth_rxb)
_nw.eth_txb = fmt.n(NW.cache._eth_txb)
_nw.wls_rxb = fmt.n(NW.cache._wls_rxb)
_nw.wls_txb = fmt.n(NW.cache._wls_txb)
return _nw
end
NW.get = {}
-- read rxbytes, txbytes
-- /proc/net/dev col2=rxbytes, col10=txbytes
function NW.get.rxbtxb(ifname)
local _fmt = "cat /proc/net/dev | grep %s -m1 | awk '{print $2,$10}'\n"
local _cmd = string.format(_fmt, ifname)
local _bytes = cmd.exec(_cmd)
local _rxbtxb
if (_bytes) then
_rxbtxb = fmt.str.split(_bytes, ' ')
end
return _rxbtxb
end
return NW
|
--海造賊-黒翼の水先人
--Ravenwing, the Plunder Patroll Pilot
--Scripted by Kohana Sonogami
function c101104018.initial_effect(c)
--to hand
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(101104018,0))
e1:SetCategory(CATEGORY_TOHAND+CATEGORY_SPECIAL_SUMMON)
e1:SetType(EFFECT_TYPE_IGNITION)
e1:SetRange(LOCATION_HAND)
e1:SetProperty(EFFECT_FLAG_CARD_TARGET)
e1:SetCountLimit(1,101104018)
e1:SetTarget(c101104018.thtg)
e1:SetOperation(c101104018.thop)
c:RegisterEffect(e1)
--special summon
local e2=Effect.CreateEffect(c)
e2:SetDescription(aux.Stringid(101104018,1))
e2:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O)
e2:SetProperty(EFFECT_FLAG_CARD_TARGET+EFFECT_FLAG_DELAY)
e2:SetCode(EVENT_TO_GRAVE)
e2:SetCountLimit(1,101104018+100)
e2:SetCondition(c101104018.spcon)
e2:SetTarget(c101104018.sptg)
e2:SetOperation(c101104018.spop)
c:RegisterEffect(e2)
end
function c101104018.thfilter(c)
return c:IsSetCard(0x13f) and c:IsType(TYPE_MONSTER) and not c:IsCode(101104018) and c:IsAbleToHand()
end
function c101104018.thtg(e,tp,eg,ep,ev,re,r,rp,chk,chkc)
if chkc then return chkc:IsLocation(LOCATION_GRAVE) and chkc:IsControler(tp) and c101104018.thfilter(chkc) end
if chk==0 then return Duel.GetLocationCount(tp,LOCATION_MZONE)>0
and e:GetHandler():IsCanBeSpecialSummoned(e,0,tp,false,false)
and Duel.IsExistingTarget(c101104018.thfilter,tp,LOCATION_GRAVE,0,1,nil) end
Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_RTOHAND)
local g=Duel.SelectTarget(tp,c101104018.thfilter,tp,LOCATION_GRAVE,0,1,1,nil)
Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,e:GetHandler(),1,0,0)
Duel.SetOperationInfo(0,CATEGORY_TOHAND,g,1,0,0)
end
function c101104018.thop(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
local tc=Duel.GetFirstTarget()
if c:IsRelateToEffect(e) and Duel.SpecialSummon(c,0,tp,tp,false,false,POS_FACEUP)~=0 and tc:IsRelateToEffect(e) then
Duel.SendtoHand(tc,nil,REASON_EFFECT)
end
local e1=Effect.CreateEffect(c)
e1:SetType(EFFECT_TYPE_FIELD)
e1:SetCode(EFFECT_CANNOT_SPECIAL_SUMMON)
e1:SetProperty(EFFECT_FLAG_PLAYER_TARGET)
e1:SetTargetRange(1,0)
e1:SetTarget(c101104018.splimit)
e1:SetReset(RESET_PHASE+PHASE_END)
Duel.RegisterEffect(e1,tp)
end
function c101104018.splimit(e,c,sump,sumtype,sumpos,targetp,se)
return not c:IsSetCard(0x13f)
end
function c101104018.spcon(e,tp,eg,ep,ev,re,r,rp)
local c=e:GetHandler()
return c:IsPreviousLocation(LOCATION_HAND+LOCATION_MZONE)
end
function c101104018.spfilter(c,e,tp)
return c:IsSetCard(0x13f) and c:IsCanBeSpecialSummoned(e,0,tp,false,false,POS_FACEUP_DEFENSE)
end
function c101104018.sptg(e,tp,eg,ep,ev,re,r,rp,chk,chkc)
if chkc then return chkc:IsLocation(LOCATION_GRAVE) and c101104018.spfilter(chkc,e,tp) end
if chk==0 then return Duel.GetLocationCount(tp,LOCATION_MZONE)>0
and Duel.IsExistingTarget(c101104018.spfilter,tp,LOCATION_SZONE,0,1,nil,e,tp) end
Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_SPSUMMON)
local g=Duel.SelectTarget(tp,c101104018.spfilter,tp,LOCATION_SZONE,0,1,1,nil,e,tp)
Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,g,1,0,0)
end
function c101104018.spop(e,tp,eg,ep,ev,re,r,rp)
local tc=Duel.GetFirstTarget()
if tc:IsRelateToEffect(e) then
Duel.SpecialSummon(tc,0,tp,tp,false,false,POS_FACEUP_DEFENSE)
end
end
|
require("opener").setup({
post_open = {
function(new_dir)
require('fzf-lua').files()
end
},
})
|
object_tangible_meatlump_event_meatlump_bomb_01_03 = object_tangible_meatlump_event_shared_meatlump_bomb_01_03:new {
}
ObjectTemplates:addTemplate(object_tangible_meatlump_event_meatlump_bomb_01_03, "object/tangible/meatlump/event/meatlump_bomb_01_03.iff")
|
local gemm = require("gemm")
local cstdio = terralib.includec("stdio.h")
local stdlib = terralib.includec("stdlib.h")
-- Set number to float in case of Single Float Point tests
local number = double
local function isinteger(x) return math.floor(x) == x end
local llvmprefetch = terralib.intrinsic("llvm.prefetch",{&opaque,int,int,int} -> {})
local dotune = false
-- terra naivel1conv(A : &number, B : &number, C : &number, lda : int, ldb : int, ldc : int, alpha : number)
function symmat(name,I,...)
if not I then return symbol(name) end
local r = {}
for i = 0,I-1 do
r[i] = symmat(name..tostring(i),...)
end
return r
end
function printMatrix(m,rows,columns)
local matrix = m
for i=0,rows-1 do
for j=0,columns-1 do
io.write(" " .. matrix[i*columns + j])
end
io.write("\n")
end
io.write("\n")
end
terra max(a : int, b : int)
return terralib.select(a > b, a, b)
end
-- terra min(a : int, b : int)
-- return terralib.select(a < b, a, b)
-- end
-- function blockedloop(M,N,blocksizes,bodyfn)
-- local function generatelevel(n,ii,jj,bb0,bb1)
-- if n > #blocksizes then
-- return bodyfn(ii,jj)
-- end
-- local blocksize = blocksizes[n]
-- return quote for i = ii,min(ii+bb0,M),blocksize do
-- for j = jj,min(jj+bb1,N),blocksize do
-- [ generatelevel(n+1,i,j,blocksize,blocksize) ]
-- end end end
-- end
-- return generatelevel(1,0,0,M,N)
-- end
function gennaivegemm()
return terra(gettime : {} -> number, CC : &number, AA : &number, BB : &number, M : int, N : int, K : int, ix : int, iy : int)
for m=ix, M do
for n=iy, N do
CC[m*N + n] = 0
for k=0, K do
CC[m*N + n] = CC[m*N + n] + AA[m*K + k] * BB[k*N + n]
end
end
end
end
end
function gennaiveconv()
return terra(gettime : {} -> number, M : int, N : int, K : int, L: int,
alpha : number, A : &number, sda: int, lda : int, B : &number, ldb : int, C : &number,
sdc : int, ldc : int, kCenterX: int, kCenterY: int, depth : int)
var dimKer : int = K*L
var kCenterX : int = K/2
var kCenterY : int = L/2
var e = 0
for d=0, depth do
var baseKer = dimKer * d
for i=kCenterX, M-kCenterX do
for j=kCenterY, N-kCenterY do
C[e] = 0
for m=0, K do
for n=0,L do
-- boundaries
var ii: int = i + (m - kCenterY)
var jj: int = j + (n - kCenterX)
if ii>=0 and ii<M and jj>=0 and jj<N then
C[e] = C[e] + A[ii * N + jj] * B[baseKer + m * L + n]
end
end
end
e = e+1
end
end
end
end
end
-- function blockedloop(M,N,blocksizes,bodyfn)
-- local function generatelevel(n,ii,jj,bb0,bb1)
-- if n > #blocksizes then
-- return bodyfn(ii,jj)
-- end
-- local blocksize = blocksizes[n]
-- return quote for i = ii,min(ii+bb0,M),blocksize do
-- for j = jj,min(jj+bb1,N),blocksize do
-- [ generatelevel(n+1,i,j,blocksize,blocksize) ]
-- end end end
-- end
-- return generatelevel(1,0,0,M,N)
-- end
function genlowimage(loweringtype,NB)
return terra(M : int, N : int, K : int, L: int, A : &number, AA : &number)
if loweringtype == 1 then
var cx : int = K/2
var cy : int = L/2
var base : int
var elem : int
for mm = cx,M-cx,NB do
for nn = cy,N-cy,NB do
for m = mm,min(mm+NB,M-cx) do
for n = nn,min(nn+NB,N-cy) do
for k=0, K do
for l=0, L do
var ii: int = m + (k - cy)
var jj: int = n + (l - cx)
elem = (m-cx)*(N-2*cy)+(n-cy)
base = K*L
AA[elem*base + k*K+l] = A[ii * N + jj]
end
end
end
end
end
end
end
end
end
-- Different types according to Caffe con Troll can be implemented
function genlowkernel(loweringtype)
return terra( Bs : &number, K : int, L : int, BBs : &number, Klow : int, Llow : int)
if loweringtype == 1 then
var base = Klow
var count = 0
for d=0,Llow do
for i=0,Klow do
BBs[i*Llow + d] = Bs[base*d + i]
end
end
end
end
end
function liftresult(loweringtype)
return terra(C : &number, M : int, N : int, Clow : &number, Mlow : int, Llow : int)
if loweringtype == 1 then
var count = 0
for i=0,Llow do
for j=0,Mlow do
-- iterate over all the columns first
C[count] = Clow[j*Llow + i]
count = count + 1
end
end
end
end
end
terra printMatrix(m : &number,rows : int,columns : int,depth : int)
var dim = rows * columns
if depth > 1 then
-- print each output
for d=0,depth-1 do
var base = dim * d
for i=0,rows-1 do
for j=0,columns-1 do
io.write(" " .. m[base + i*columns + j])
end
io.write("\n")
end
io.write("\n")
end
else
-- usual matrix print
for i=0,rows-1 do
for j=0,columns-1 do
io.write(" " .. m[i*columns + j])
end
io.write("\n")
end
end
io.write("\n")
end
terra print2D(A : &number, M : int, N : int)
for i=0,M do
for j=0,N do
cstdio.printf("%1.f ", A[i*N + j])
end
cstdio.printf("\n")
end
cstdio.printf("\n")
end
function genconvolution(NBL,NB,NBF,RM,RN,V,thsize)
-- Lowering type according to CcT (http://arxiv.org/abs/1504.04343)
local ltype = 1
-- Lower the image is the 2D direct method without the multiplication
-- These are not kernels, they are FULL OPERATIONS
-- naive gemm for borders
-- local my_loweredimg = genLowImage(NB, NBF, RM, RN, V, K, L)
local my_gemmopt = generatedgemm((NB*NB),5,RM,RN,V,thsize)
local my_naivegemm = gennaivegemm()
local my_loweredimg = genlowimage(ltype,NBL)
local my_loweredker = genlowkernel(ltype)
local my_liftedresult = liftresult(ltype)
return terra(gettime : {} -> double,
A : &number,
M : int, N : int, K : int, L: int,
alpha : number,
B : &number, ldb : int,
C : &number, sdc : int, ldc : int,
kCenterX: int, kCenterY: int,
depth : int,
AA : &number, BB : &number, CC : &number)
-- MlowxNlow * KlowxLlow, where Nlow == Llow ---> Mlow x Llow
var Mlow, Nlow, Klow, Llow = sdc*ldc, K*L, K*L, depth
-- (1) lower
-- print2D(A,M,N)
my_loweredimg(M,N,K,L,A,AA)
-- print2D(AA,Mlow,Klow)
my_loweredker(B,K,L,BB,Klow,Llow)
-- print2D(BB,Klow,Llow)
-- (2) gemm
my_gemmopt(nil,Mlow,Llow,Klow,1.0,AA ,Klow,BB ,Llow,CC,Llow)
-- print2D(CC,Mlow,Llow)
-- (3) lifting
my_liftedresult(C,M,N,CC,Mlow,Llow)
-- print2D(CC,Mlow,Llow)
-- printMatrix(C,sdc,ldc,depth)
end
end
-- function genLowImageOPT(NB,NBF,RM,RN,V,K,L)
-- -- register blocking does not need to be a a multiple of the blocksize anymore
-- if not isinteger(NB/RN) or not isinteger(NB/RM) then
-- print("3rd level blocksizes must be a multiple of the 2nd")
-- return false
-- end
-- --5 times NB minimum by dgemm
-- --local NB2 = NBF * NB
-- local NB2 = NB * NBF
-- local l1conv0 = genkernel(NB, RM, RN, true, K, L, false)
-- local l1conv0b = genkernel(NB, 1, 1, true, K, L, true)
-- return terra(gettime : {} -> number, M : int, N : int, K : int, L: int,
-- alpha : number, A : &number, sda: int, lda : int, B : &number, ldb : int, C : &number,
-- sdc : int, ldc : int, kCenterX: int, kCenterY: int, depth : int, batches : int)
-- M = M-kCenterX
-- N = N-kCenterY
-- for mm = kCenterX,M,NB2 do
-- for nn = kCenterY,N,NB2 do
-- for m = mm,min(mm+NB2,M),NB do
-- for n = nn,min(nn+NB2,N),NB do
-- var MM,NN = min(M-m,NB),min(N-n,NB)
-- var isboundary = MM < NB or NN < NB
-- var AA,CC = A + ((m-kCenterX)*lda + (n-kCenterY)),C + ((m-kCenterX)*ldc + (n-kCenterY))
-- if isboundary then -- do not enter here YET
-- l1conv0b(AA,
-- B,
-- CC,
-- sda,lda,ldb,sdc,ldc,0,MM,NN)
-- else
-- l1conv0(AA,
-- B,
-- CC,
-- sda,lda,ldb,sdc,ldc,0) -- -- todo: analyze prefetch argument, past => terralib.select(k == 0,0,1)
-- end
-- end
-- end
-- end
-- end
-- -- [ blockedloop(M,N,{NB2,NB},
-- -- function(m,n)
-- -- return quote
-- -- var MM,NN = min(M-m,NB),min(N-n,NB)
-- -- var isboundary = MM < NB or NN < NB
-- -- var AA,CC = A + (m*lda + n),C + (m*ldc + n)
-- -- if isboundary then -- do not enter here YET
-- -- l1conv0b(AA,
-- -- B,
-- -- CC,
-- -- sda,lda,ldb,ldc,0,MM,NN)
-- -- else
-- -- l1conv0(AA,
-- -- B,
-- -- CC,
-- -- sda,lda,ldb,ldc,0) -- -- todo: analyze prefetch argument, past => terralib.select(k == 0,0,1)
-- -- end
-- -- end end)
-- -- ]
-- end
-- end
-- Different blocksizes for the same result implies in padding overheading
-- ending in s means SIZE
-- starting with n, means NUMBER
local blocksizes = {16,20,32}
local regblocksM = {1,2,4}
local regblocksN = {1,2,4}
local vectors = {1,2,4,8}
local filters = {3,7,13}
local nfilter = {256}
local nthread = {8}
-- initialized (defined structure of best)
local best = { gflops = 0, b = 5, rm = 5, rn = 5, v = 1, k = 3, f = 3 }
local NBF = 5
local bl = 8 -- lowering blocksize
if dotune then
-- full size of the matrix
local tunefor = 32--1024
--change for 10 later
local harness = require("lib/low-matrixtestharness")
for _,t in ipairs(nthread) do
for _,f in ipairs(nfilter) do
for _,k in ipairs(filters) do
for _,b in ipairs(blocksizes) do
for _,rm in ipairs(regblocksM) do
for _,rn in ipairs(regblocksN) do
for _,v in ipairs(vectors) do
-- local my_conv = gennaiveconv()
local my_conv = genconvolution(bl,b,NBF,rm,rn,v,t)
-- local my_conv = generatedgemm(b,NB2,rm,rn,v)
if my_conv then
-- print(b,rm,rn,v,k,f)
my_conv:compile()
-- bellow line makes do not need boundary cases (image multiple of blocksize)
local i = math.floor(tunefor / b) * b
local curr_gflops = 0
local ctyp
local time,correct, exectimes = harness.timefunctions(tostring(number),i,i,k,k,f,
function(Me,Ne,K,L,M,N,A,Bs,Cs,f,AA,BB,CC)
-- to gennaive pass the #kernels here
my_conv(nil,A,Me,Ne,K,L,1.0,Bs,L,Cs,M,N,K/2,L/2,f,AA,BB,CC)
-- my_conv receives integer parameter i.e. it represents floor of K/2 and L/2
end)
-- test only GEMM
-- local correct, exectimes = harness.timefunctionsGEMM(tostring(number),i,i,i,function(M,K,N,A,B,C)
-- my_conv(nil,M,N,K,1.0,A,K,B,N,C,N)
-- end)
print(b,rm,rn,v,k,f,time)
if not correct then print("<error>") break end
--print(i,unpack (exectimes),"[OK]")
local curr_gflops = exectimes[1]
-- print(curr_gflops) -- print analysis
if best.gflops < curr_gflops then -- Maximization problem (the greater gflops, the better)
best = { gflops = curr_gflops, b = b, rm = rm, rn = rn, v = v, k = k, f = f }
-- terralib.tree.printraw(best)
end
end
end
end
end
end
end
end
end
end
local my_numconv = genconvolution(bl,best.b,NBF,best.rm,best.rn,best.v,nthread[1])
if number == double then
terralib.saveobj("../bin/my_numconv.o", {my_numconv = my_numconv})
-- terralib.saveobj("../bin/my_dconv.o", {my_convolution = my_convolution})
else
terralib.saveobj("../bin/my_numconv.o", {my_numconv = my_numconv})
end
|
local Color1 = color(Var "Color1");
local Color2 = color(Var "Color2");
local a1 = LoadActor(Var "File1") .. {
OnCommand= function(self)
self:cropto(SCREEN_WIDTH/2,SCREEN_HEIGHT/2):diffuse(Color1)
:effectclock("music")
-- Explanation in StretchNoLoop.lua.
if self.GetTexture then
self:GetTexture():rate(self:GetParent():GetUpdateRate())
end
end,
GainFocusCommand=cmd(play);
LoseFocusCommand=cmd(pause);
};
local a2 = LoadActor(Var "File2") .. {
OnCommand= function(self)
self:cropto(SCREEN_WIDTH/2,SCREEN_HEIGHT/2):diffuse(Color2):effectclock("music")
-- Explanation in StretchNoLoop.lua.
if self.GetTexture then
self:GetTexture():rate(self:GetParent():GetUpdateRate())
end
end,
GainFocusCommand=cmd(play);
LoseFocusCommand=cmd(pause);
};
local t = Def.ActorFrame {
a1 .. { OnCommand=cmd(x,scale(1,0,4,SCREEN_LEFT,SCREEN_RIGHT);y,scale(1,0,4,SCREEN_TOP,SCREEN_BOTTOM)); };
a2 .. { OnCommand=cmd(x,scale(3,0,4,SCREEN_LEFT,SCREEN_RIGHT);y,scale(1,0,4,SCREEN_TOP,SCREEN_BOTTOM)); };
a2 .. { OnCommand=function(self)
self:x(scale(1,0,4,SCREEN_LEFT,SCREEN_RIGHT)):y(scale(3,0,4,SCREEN_TOP,SCREEN_BOTTOM))
if self.SetDecodeMovie then self:SetDecodeMovie(false) end
end };
a1 .. { OnCommand=function(self)
self:x(scale(3,0,4,SCREEN_LEFT,SCREEN_RIGHT)):y(scale(3,0,4,SCREEN_TOP,SCREEN_BOTTOM))
if self.SetDecodeMovie then self:SetDecodeMovie(false) end
end };
};
return t;
|
local L = LibStub("AceLocale-3.0"):NewLocale("Grindon_Currency", "enUS", true)
L["PluginName"] = "Currency"
L["Gold"] = "Gold"
|
custom_halloween1_outfit = {
{
{objectTemplate = "object/tangible/tcg/series1/wearable_glowing_red_eyes.iff", customizationVariables = {} },
{objectTemplate = "object/tangible/wearables/robe/exar_cultist_hood_up.iff", customizationVariables = {} }
}
}
addOutfitGroup("custom_halloween1_outfit", custom_halloween1_outfit)
|
platformParts:registerNewCase({
id = "_case_1",
quad = "a1"
})
platformParts:registerNewCase({
id = "_case_2",
quad = "a2"
})
platformParts:registerNewCase({
id = "_case_3",
quad = "a3"
})
platformParts:registerNewCase({
id = "_case_4",
quad = "a4"
})
platformParts:registerNewCase({
id = "_case_5",
quad = "a5"
})
platformParts:registerNewCase({
id = "_case_6",
quad = "a6"
})platformParts:registerNewCase({
id = "_case_7",
quad = "a7"
})
platformParts:registerNewCase({
id = "_case_8",
quad = "a8"
})
platformParts:registerNewCase({
id = "_case_9",
quad = "a9"
})
platformParts:registerNewCase({
id = "_case_10",
quad = "a10"
})
platformParts:registerNewCase({
id = "_case_11",
quad = "a11"
})
platformParts:registerNewCase({
id = "_case_12",
quad = "a12"
})
platformParts:registerNewCase({
id = "_case_13",
quad = "a13"
})
platformParts:registerNewCase({
id = "_case_14",
quad = "a14"
})
platformParts:registerNewCase({
id = "_case_15",
quad = "a15"
})
platformParts:registerNewCase({
id = "_case_16",
quad = "a16"
})
platformParts:registerNewCase({
id = "_case_17",
quad = "a17"
})
--platformParts:registerNewCase({
-- id = "_case_18",
-- quad = "a18"
--})
platformParts:registerNewCase({
id = "_case_19",
quad = "a19"
})
platformParts:registerNewCase({
id = "_case_20",
quad = "a20"
})
platformParts:registerNewCase({
id = "_case_21",
quad = "a21"
})
platformParts:registerNewCase({
id = "_case_221",
quad = "a22"
})
platformParts:registerNewCase({
id = "_case_23",
quad = "a23"
})
platformParts:registerNewCase({
id = "_case_24",
quad = "a24"
})
platformParts:registerNewCase({
id = "_case_25",
quad = "a25"
})
platformParts:registerNewCase({
id = "_case_26",
quad = "a26"
})
platformParts:registerNewCase({
id = "_case_27",
quad = "a27"
})
platformParts:registerNewCase({
id = "_case_28",
quad = "a28"
})
platformParts:registerNewCase({
id = "_case_29",
quad = "a29"
})
platformParts:registerNewCase({
id = "_case_30",
quad = "a30"
})
platformParts:registerNewCase({
id = "_case_31",
quad = "a31"
})
platformParts:registerNewCase({
id = "_case_33",
quad = "a33"
})
platformParts:registerNewCase({
id = "_case_34",
quad = "a34"
})
platformParts:registerNewCase({
id = "_case_35",
quad = "a35"
})
platformParts:registerNewCase({
id = "_case_36",
quad = "a36"
})
platformParts:registerNewCase({
id = "_case_37",
quad = "a37"
})
platformParts:registerNewCase({
id = "_case_38",
quad = "a38"
})
platformParts:registerNewCase({
id = "_case_39",
quad = "a39"
})
platformParts:registerNewCase({
id = "_case_40",
quad = "a40"
})
platformParts:registerNewCase({
id = "_case_42",
quad = "a42"
})
platformParts:registerNewCase({
id = "_case_43",
quad = "a43"
})
platformParts:registerNewCase({
id = "_case_44",
quad = "a44"
})
platformParts:registerNewCase({
id = "_case_45",
quad = "a45"
})
platformParts:registerNewCase({
id = "_case_46",
quad = "a46"
})
platformParts:registerNewCase({
id = "_case_47",
quad = "a47"
})
|
local night_table = { --name, material, invimg
{'Wood Nightstand', 'wood'},
{'Acacia Wood Nightstand', 'acacia_wood'},
{'Aspen Wood Nightstand', 'aspen_wood'},
{'Pine Wood Nightstand', 'pine_wood'},
{'Jungle Wood Nightstand', 'junglewood'}
}
for i in ipairs (night_table) do
local name = night_table[i][1]
local material = night_table[i][2]
local invimg = night_table[i][3]
minetest.register_node('ma_pops_furniture:nightstand_'..material, {
description = name,
drawtype = 'nodebox',
tiles = {'default_'..material..'.png'},
groups = {choppy=2, oddly_breakably_by_hand=2, furniture=1, flammable=1},
paramtype = 'light',
paramtype2 = 'facedir',
sounds = moditems.WOOD_SOUNDS,
on_construct = function(pos)
local meta = minetest.env:get_meta(pos)
local inv = meta:get_inventory()
inv:set_size('main', 8*4)
inv:set_size('storage', 3*3)
meta:set_string('formspec',
'size [9,10]'..
'bgcolor[#080808BB;true]'..
'list[current_name;storage;3,1.5;3,3;]'..
'list[current_player;main;0.5,6.2;8,4;]')
end,
can_dig = function(pos,player)
local meta = minetest.get_meta(pos);
local inv = meta:get_inventory()
return inv:is_empty('storage') and inv:is_empty('storage1')
end,
node_box = {
type = "fixed",
fixed = {
{-0.5, -0.5, -0.4375, 0.5, -0.4375, 0.5}, -- NodeBox1
{-0.5, 0.4375, -0.4375, 0.5, 0.5, 0.5}, -- NodeBox2
{-0.5, -0.4375, -0.375, 0.5, 0.4375, 0.5}, -- NodeBox3
{-0.4375, 0.0625, -0.4375, 0.4375, 0.375, -0.375}, -- NodeBox4
{-0.4375, -0.375, -0.4375, 0.4375, -0.0625, -0.375}, -- NodeBox5
{-0.125, -0.3125, -0.5, 0.125, -0.125, -0.4375}, -- NodeBox6
{-0.125, 0.125, -0.5, 0.125, 0.3125, -0.4375}, -- NodeBox7
}
}
})
end
|
-- Functions for menu creation and manipulation
-- A menu is defined by a table of menu items, which can contain the following fields
-- (none are required):
-- {
-- name = "item", -- menu item text
-- onActivate = func, -- function to be called when the item is clicked
-- submenu = { } -- a submenu to be opened on click. If onActivate is also present
-- -- then the arrow must be clicked to open submenu
-- createWidget = function() CreateWidgetByDesc(desc) end -- custom menu item, no other fields are used
-- }
--
-- Usage example:
-- local menu = {
-- { name = "option1", onActivate = function() LogInfo( "", "option1 clicked" ) end }
-- { name = "option2", onActivate = function() LogInfo( "", "option2 clicked" ) end }
-- { name = "submenu",
-- submenu = {
-- { name = "suboption1" }
-- { name = "suboption2" }
-- } } }
-- ShowMenu( { x = 100, y = 100 }, menu )
local Actions = {} -- maps widget to action executed upon clicking it
-- templates for creating menu parts
local MenuTemplate = mainForm:GetChildChecked( "MenuTemplate", true ):GetWidgetDesc()
local ItemTemplate = mainForm:GetChildChecked( "ItemTemplate", true ):GetWidgetDesc()
local SubmenuTemplate = mainForm:GetChildChecked( "SubmenuTemplate", true ):GetWidgetDesc()
local CombinedTemplate = mainForm:GetChildChecked( "CombinedTemplate", true ):GetWidgetDesc()
function ShowMenu( screenPosition, menu, parent )
local menuWidget = mainForm:CreateWidgetByDesc( MenuTemplate )
mainForm:AddChild( menuWidget )
local menuPlacement = menuWidget:GetPlacementPlain()
local margin = menuPlacement.sizeY / 2
local width = 0
local height = margin
for _, item in ipairs( menu ) do
local itemWidget
if item.createWidget then
itemWidget = item.createWidget()
else
itemWidget = CreateItemWidget( item )
end
local placement = itemWidget:GetPlacementPlain()
placement.posY = height
itemWidget:SetPlacementPlain( placement )
height = height + placement.sizeY
width = math.max( width, placement.sizeX );
menuWidget:AddChild( itemWidget )
itemWidget:Show( true )
end
local menuPlacement = menuWidget:GetPlacementPlain()
menuPlacement.posX = screenPosition.x
menuPlacement.posY = screenPosition.y
menuPlacement.sizeX = width + margin * 2
menuPlacement.sizeY = height + margin
MakeVisible( menuPlacement )
menuWidget:SetPlacementPlain( menuPlacement )
SaveAction( menuWidget, { parentMenu = parent and parent:GetInstanceId(), childMenu = nil } )
menuWidget:Show( true )
return menuWidget
end
function DestroyMenu( menuWidget )
local childMenu = Actions[ menuWidget:GetInstanceId() ].childMenu
if childMenu then
DestroyMenu( childMenu )
end
ClearActions( menuWidget )
menuWidget:DestroyWidget()
end
----------------------------------------------------------------------------------------------------
function SaveAction( widget, action )
Actions[ widget:GetInstanceId() ] = action
end
function ClearActions( widget )
local name = widget:GetInstanceId()
if Actions[ name ] then
Actions[ name ] = nil
end
local children = widget:GetNamedChildren()
for _, child in pairs( children ) do
ClearActions( child )
end
end
function CreateItemWidget( item )
local widget
if item.submenu and item.onActivate then
widget = mainForm:CreateWidgetByDesc( CombinedTemplate )
widget:GetChildChecked( "CombinedItem", true ):SetVal( "button_label", item.name )
SaveAction( widget:GetChildChecked( "CombinedItem", true ), item.onActivate )
SaveAction( widget:GetChildChecked( "CombinedSubmenu", true ), item.submenu )
elseif item.submenu then
widget = mainForm:CreateWidgetByDesc( SubmenuTemplate )
widget:SetVal( "button_label", item.name )
SaveAction( widget, item.submenu )
else
widget = mainForm:CreateWidgetByDesc( ItemTemplate )
widget:SetVal( "button_label", item.name )
if item.onActivate then
SaveAction( widget, item.onActivate )
end
end
return widget
end
function GetParentMenu( childWidget )
local menu = childWidget
while menu:GetParent():GetInstanceId() ~= mainForm:GetInstanceId() do
menu = menu:GetParent()
end
return menu
end
function MakeVisible( placement )
local posConverter = widgetsSystem:GetPosConverterParams()
if placement.posX + placement.sizeX > posConverter.fullVirtualSizeX then
placement.posX = posConverter.fullVirtualSizeX - placement.sizeX
end
if placement.posY + placement.sizeY > posConverter.fullVirtualSizeY then
placement.posY = posConverter.fullVirtualSizeY - placement.sizeY
end
end
----------------------------------------------------------------------------------------------------
-- Reaction handlers
function OnActivate( params )
if params.active and not IsDragging() then
local action = Actions[ params.widget:GetInstanceId() ]
local menu = GetParentMenu( params.widget )
local parentMenuInfo = Actions[ Actions[ menu:GetInstanceId() ].parentMenu ]
if parentMenuInfo then
parentMenuInfo.childMenu = nil
end
DestroyMenu( menu )
if action then
action()
end
end
end
function OnOpenSubmenu( params )
if params.active then
local action = Actions[ params.widget:GetInstanceId() ]
if action then
local wt = params.widget
local pos = { x = wt:GetPlacementPlain().sizeX, y = 0 }
while wt do
local placement = wt:GetPlacementPlain()
pos.x = pos.x + placement.posX
pos.y = pos.y + placement.posY
wt = wt:GetParent()
end
local menuWidget = GetParentMenu( params.widget )
local menuInfo = Actions[ menuWidget:GetInstanceId() ]
if menuInfo.childMenu then
DestroyMenu( menuInfo.childMenu )
menuInfo.childMenu = nil
end
menuInfo.childMenu = ShowMenu( pos, action, menuWidget )
end
end
end
function OnCloseSubmenu( params )
if params.active then
local menuWidget = GetParentMenu( params.widget )
local menuInfo = Actions[ menuWidget:GetInstanceId() ]
if menuInfo.childMenu then
DestroyMenu( menuInfo.childMenu )
menuInfo.childMenu = nil
end
end
end
----------------------------------------------------------------------------------------------------
function InitMenu()
common.RegisterReactionHandler( OnActivate, "MenuActivateItemReaction" )
common.RegisterReactionHandler( OnOpenSubmenu, "MenuOpenSubmenuReaction" )
common.RegisterReactionHandler( OnOpenSubmenu, "SubmenuMouseOverReaction" )
common.RegisterReactionHandler( OnCloseSubmenu, "ItemMouseOverReaction" )
end
|
local function spairs(t, order)
local keys = {}
for k in pairs(t) do keys[#keys+1] = k end
if order then
table.sort(keys, function(a,b) return order(t, a, b) end)
else
table.sort(keys)
end
local i = 0
return function()
i = i + 1
if keys[i] then
return keys[i], t[keys[i]]
end
end
end
local Keys = {
[289] = "F2", [170] = "F3", [166] = "F5", [167] = "F6", [168] = "F7" ,[56] = "F9", [57] = "F10"
}
local p_anims = {}
local favorites = {}
local currentKeys = {
{["key"] = {289},["anim"] = ""},
{["key"] = {170},["anim"] = ""},
{["key"] = {166},["anim"] = ""},
{["key"] = {167},["anim"] = ""},
{["key"] = {168},["anim"] = ""},
{["key"] = {56},["anim"] = ""},
{["key"] = {57},["anim"] = ""},
{["key"] = {289,21},["anim"] = ""},
{["key"] = {170,21},["anim"] = ""},
{["key"] = {166,21},["anim"] = ""},
{["key"] = {167,21},["anim"] = ""},
{["key"] = {168,21},["anim"] = ""},
{["key"] = {56,21},["anim"] = ""},
{["key"] = {57,21},["anim"] = ""},
}
local dToggle = false
local dogEmote = {
[289] = "dogsit",
[170] = "bark",
[166] = "bark2",
[167] = "beg",
[168] = "paw",
[56] = "pet",
[57] = "dump",
-- Shift + key , done via key + 21
[310] = "pee",
[191] = "indicateahead",
[187] = "laydown",
}
WarMenu.CreateMenu("emotes", "Emotes")
WarMenu.SetSubTitle("emotes", "Emote List")
WarMenu.SetMenuWidth("emotes", 0.5)
WarMenu.SetMenuX("emotes", 0.71)
WarMenu.SetMenuY("emotes", 0.017)
WarMenu.SetMenuMaxOptionCountOnScreen("emotes", 15)
WarMenu.SetTitleColor("emotes", 135, 206, 250, 255)
WarMenu.SetTitleBackgroundColor("emotes", 0 , 0, 0, 150)
WarMenu.SetMenuBackgroundColor("emotes", 0, 0, 0, 100)
WarMenu.SetMenuSubTextColor("emotes", 255, 255, 255, 255)
WarMenu.CreateSubMenu("favorites", "emotes", "Favorites (Press F to remove a favorite)")
WarMenu.SetMenuWidth("favorites", 0.5)
WarMenu.SetMenuMaxOptionCountOnScreen("favorites", 30)
WarMenu.SetTitleColor("favorites", 135, 206, 250, 255)
WarMenu.SetTitleBackgroundColor("favorites", 0 , 0, 0, 150)
WarMenu.SetMenuBackgroundColor("favorites", 0, 0, 0, 100)
WarMenu.SetMenuSubTextColor("favorites", 255, 255, 255, 255)
local selected_page = 1
local function DrawMenu()
if WarMenu.Button("Page:", selected_page.."/"..#p_anims, {r = 135, g = 206, b = 250, a = 150}) then ClearPedTasks(PlayerPedId()) playing_emote = false end
if WarMenu.Button("Favorites", "Press F to favorite an emote", {r = 135, g = 206, b = 250, a = 150}) then WarMenu.OpenMenu("favorites") end
local key = ""
for i,v in ipairs(currentKeys) do
if v.key[2] ~= nil and "Cancel Emote" == v.anim then
key = "Shift+"..Keys[v.key[1]]
elseif v.key[1] ~= nil and "Cancel Emote" == v.anim then
key = Keys[v.key[1]]
end
end
if WarMenu.Button("Cancel Emote",key, {r = 135, g = 206, b = 250, a = 150}) then ClearPedTasks(PlayerPedId()) playing_emote = false end
for k,v in spairs(p_anims[selected_page], function(t, a, b) return string.lower(tostring(a)) < string.lower(tostring(b)) end) do
local msg = ""
for i,v in ipairs(currentKeys) do
if v.key[2] ~= nil and k == v.anim then
msg = "Shift+"..Keys[v.key[1]]
elseif v.key[1] ~= nil and k == v.anim then
msg = Keys[v.key[1]]
end
end
if WarMenu.Button(k,msg) then TriggerEvent("animation:PlayAnimation", k) end
end
end
local function DrawFavorites()
if WarMenu.Button("Cancel Emote", nil, {r = 135, g = 206, b = 250, a = 150}) then ClearPedTasks(PlayerPedId()) playing_emote = false end
if WarMenu.MenuButton("Back", "emotes", {r = 135, g = 206, b = 250, a = 150}) then end
for k,v in spairs(favorites, function(t, a, b) return string.lower(tostring(t[a])) < string.lower(tostring(t[b])) end) do
if WarMenu.Button(v) then TriggerEvent("animation:PlayAnimation", v) end
end
end
function addKey(anim,keys)
if anim == "Page:" or anim == "Favorites" or anim == "Back" then return end
for i,v in ipairs(currentKeys) do
if keys[2] ~= nil then
if v.key[1] == keys[1] and v.key[2] == 21 then
v.anim = anim
end
else
if v.key[1] == keys[1] and v.key[2] == nil then
v.anim = anim
end
end
end
TriggerServerEvent("police:setEmoteData",currentKeys)
end
local function addFavorite(anim)
if not anims[anim] then return end
for k,v in pairs(favorites) do if v == anim then return end end
local key = 0
for k,v in pairs(favorites) do
local c = tonumber(string.match(k, "%d+"))
if c >= key then key = c end
end
key = key + 1
favorites["fav:"..key] = anim
SetResourceKvp("fav:"..key, anim)
end
local function removeFavorite(anim)
for k,v in pairs(favorites) do
if v == anim then
DeleteResourceKvp(k)
favorites[k] = nil
end
end
end
function DrawText3Ds(x,y,z, text)
local onScreen,_x,_y=World3dToScreen2d(x,y,z)
local px,py,pz=table.unpack(GetGameplayCamCoords())
SetTextScale(0.35, 0.35)
SetTextFont(4)
SetTextProportional(1)
SetTextColour(255, 255, 255, 215)
SetTextEntry("STRING")
SetTextCentre(1)
AddTextComponentString(text)
DrawText(_x,_y)
end
Citizen.CreateThread(function()
local c = 0
local page = 1
for k,v in spairs(anims, function(t, a, b) return string.lower(tostring(a)) < string.lower(tostring(b)) end) do
p_anims[page] = p_anims[page] and p_anims[page] or {}
p_anims[page][k] = v
c = c + 1
if c >= 7 then c = 0 page = page + 1 end
end
local KvpHandle = StartFindKvp("fav:")
repeat
local key = FindKvp(KvpHandle)
if key then
favorites[key] = GetResourceKvpString(key)
end
until not key
while true do
Citizen.Wait(1)
if WarMenu.IsMenuOpened("emotes") then
DrawMenu()
WarMenu.Display()
local plyCoords = GetEntityCoords(PlayerPedId())
DrawText3Ds(plyCoords["x"],plyCoords["y"],plyCoords["z"]+0.4,"~g~Enter~s~ Plays Emote")
DrawText3Ds(plyCoords["x"],plyCoords["y"],plyCoords["z"]+0.3,"~g~Arrows~s~ Navigate Pages")
DrawText3Ds(plyCoords["x"],plyCoords["y"],plyCoords["z"]+0.2,"~g~Backspace~s~ Exits")
DrawText3Ds(plyCoords["x"],plyCoords["y"],plyCoords["z"]-0.1,"You can also type ~g~/e emotename~s~ in chat to perform them")
if IsControlJustReleased(0, 174) then
selected_page = selected_page > 1 and selected_page - 1 or #p_anims
elseif IsControlJustReleased(0, 175) then
selected_page = selected_page < #p_anims and selected_page + 1 or 1
elseif IsControlJustReleased(0, 26) then
for i,v in ipairs(currentKeys) do
local curButton = WarMenu.GetCurrentButton()
if v.anim == curButton.text then
v.anim = ""
end
end
elseif IsControlJustPressed(0, 23) then
local curButton = WarMenu.GetCurrentButton()
if curButton then
addFavorite(curButton.text)
end
end
for i,v in ipairs(currentKeys) do
if v.key[2] ~= nil then
if IsControlPressed(0,21) and IsControlJustReleased(0, v.key[1]) then
local curButton = WarMenu.GetCurrentButton()
if curButton then
addKey(curButton.text,{v.key[1],21})
end
end
else
if not IsControlPressed(0,21) and IsControlJustReleased(0, v.key[1]) then
local curButton = WarMenu.GetCurrentButton()
if curButton then
addKey(curButton.text,{v.key[1]})
end
end
end
end
elseif WarMenu.IsMenuOpened("favorites") then
DrawFavorites()
WarMenu.Display()
if IsControlJustPressed(0, 23) then
local curButton = WarMenu.GetCurrentButton()
if curButton then
removeFavorite(curButton.text)
end
end
else
Citizen.Wait(500)
end
end
end)
RegisterNetEvent("emotes:OpenMenu")
AddEventHandler("emotes:OpenMenu", function()
TriggerServerEvent("police:getAnimData")
TriggerServerEvent("police:getEmoteData")
WarMenu.OpenMenu("emotes")
end)
RegisterNetEvent("emote:setEmotesFromDB");
AddEventHandler("emote:setEmotesFromDB", function(emotesResult)
if emotesResult == nil or emotesResult[1] == nil then return end
currentKeys = emotesResult
end)
RegisterNetEvent("npc-admin:currentDevmode")
AddEventHandler("npc-admin:currentDevmode", function(devmode)
dToggle = devmode
end)
-- Citizen.CreateThread(function()
-- while true do
-- Citizen.Wait(1)
-- if not dToggle then
-- local model = GetEntityModel(PlayerPedId())
-- for i,v in ipairs(currentKeys) do
-- if v.key[2] ~= nil then
-- if IsControlPressed(0,21) and IsControlJustReleased(0, v.key[1]) then
-- if v.anim == "Cancel Emote" then
-- ClearPedTasks(PlayerPedId()) playing_emote = false
-- else
-- if model == GetHashKey("a_c_chop") then
-- TriggerEvent("animation:PlayAnimation", dogEmote[v.key[1]+21])
-- else
-- TriggerEvent("animation:PlayAnimation", v.anim)
-- end
-- end
-- end
-- else
-- if not IsControlPressed(0,21) and IsControlJustReleased(0, v.key[1]) then
-- if v.anim == "Cancel Emote" then
-- ClearPedTasks(PlayerPedId()) playing_emote = false
-- else
-- if model == GetHashKey("a_c_chop") then
-- TriggerEvent("animation:PlayAnimation", dogEmote[v.key[1]])
-- else
-- TriggerEvent("animation:PlayAnimation", v.anim)
-- end
-- end
-- end
-- end
-- end
-- end
-- end
-- end)
|
AddCSLuaFile("cl_init.lua")
DeriveGamemode("nutscript")
|
AddCSLuaFile()
DEFINE_BASECLASS( "base_wire_entity" )
ENT.PrintName = "Wire Data Storer"
ENT.WireDebugName = "Data Store"
if CLIENT then return end -- No more client
function ENT:Initialize()
self:PhysicsInit( SOLID_VPHYSICS )
self:SetMoveType( MOVETYPE_VPHYSICS )
self:SetSolid( SOLID_VPHYSICS )
self.Values = {A=0, B=0, C=0, D=0, E=0, F=0, G=0, H=0}
end
duplicator.RegisterEntityClass("gmod_wire_data_store", WireLib.MakeWireEnt, "Data")
|
local sqlite3 = require("ffi-sqlite3")
local conn = sqlite3.open('my_database.sqlite3')
if not conn then
os.exit(0)
end
conn:exec("CREATE TABLE IF NOT EXISTS my_table(id INTEGER PRIMARY KEY AUTOINCREMENT, name TEXT, age INTEGER)")
conn:exec("INSERT INTO my_table (name,age) VALUES('adam',50);")
local stmt = conn:prepare("SELECT * FROM my_table WHERE age=50;")
while stmt:step() do
print(stmt[1], stmt[2])
end
stmt:finalize()
conn:close()
|
-----------------------------------
-- Area: Maze of Shakhrami
-- Mob: Abyss Worm
-----------------------------------
require("scripts/globals/regimes")
-----------------------------------
function onMobDeath(mob, player, isKiller)
tpz.regime.checkRegime(player, mob, 699, 1, tpz.regime.type.GROUNDS)
tpz.regime.checkRegime(player, mob, 700, 1, tpz.regime.type.GROUNDS)
end
|
---@class QuestChoice
C_QuestChoice = {}
|
-- This first example, maintaining tradition, prints a "Hello World" message.
-- Furthermore it shows:
-- - Using the Sample utility functions as a base for the application
-- - Adding a Text element to the graphical user interface
-- - Subscribing to and handling of update events
require "LuaScripts/Utilities/Sample"
function Start()
-- Execute the common startup for samples
SampleStart()
-- Create "Hello World" Text
CreateText()
-- Finally, hook-up this HelloWorld instance to handle update events
SubscribeToEvents()
end
function CreateText()
-- Construct new Text object
local context = GetContext()
local helloText = Text:new(context)
-- Set String to display
helloText.text = "Hello World from Urho3D!"
-- Set font and text color
local cache = GetCache()
helloText:SetFont(cache:GetResource("Font", "Fonts/Anonymous Pro.ttf"), 30)
helloText.color = Color(0.0, 1.0, 0.0)
-- Align Text center-screen
helloText.horizontalAlignment = HA_CENTER;
helloText.verticalAlignment = VA_CENTER;
-- Add Text instance to the UI root element
local ui = GetUI()
ui.root:AddChild(helloText)
end
function SubscribeToEvents()
-- Subscribe HandleUpdate() function for processing update events
SubscribeToEvent("Update", "HandleUpdate")
end
function HandleUpdate(eventType, eventData)
-- Do nothing for now, could be extended to eg. animate the display
end
|
local typedefs = require "kong.db.schema.typedefs"
return {
name = "kong-signature-and-remove-attr",
fields = {
{ run_on = typedefs.run_on_first },
{ protocols = typedefs.protocols_http },
{ config = {
type = "record",
fields = {
{signature_secret_key = {
type = "string"
}},
{remove_attr = {
type = "set",
elements = { type = "string" },
default = {}
}}
}
} }
}
}
|
-- ALF implementation for ngx_lua/Kong
-- ALF version: 1.1.0
-- @version 2.0.0
-- @see https://github.com/Mashape/galileo-agent-spec
--
-- Incompatibilities with ALF 1.1 and important notes
-- ==================================================
-- * The following fields cannot be retrieved as of ngx_lua 0.10.2:
-- * response.statusText
-- * response.headersSize
--
-- * Kong can modify the request/response due to its nature, hence,
-- we distinguish the original req/res from the current req/res
-- * request.headersSize will be the size of the _original_ headers
-- received by Kong
-- * request.headers will contain the _current_ headers
-- * response.headers will contain the _current_ headers
--
-- * bodyCaptured properties are determined using HTTP headers
-- * timings.blocked is ignored
-- * timings.connect is ignored
--
-- * we are waiting for lua-cjson support of granular 'empty table
-- as JSON arrays' to be released in OpenResty. Until then, we
-- have to use a workaround involving string substituion, which
-- is slower and limits the maximum size of ALFs we can deal with.
-- ALFs are thus limited to 20MB
local cjson = require "cjson.safe"
local resp_get_headers = ngx.resp.get_headers
local req_start_time = ngx.req.start_time
local req_get_method = ngx.req.get_method
local req_get_headers = ngx.req.get_headers
local req_get_uri_args = ngx.req.get_uri_args
local req_raw_header = ngx.req.raw_header
local encode_base64 = ngx.encode_base64
local http_version = ngx.req.http_version
local setmetatable = setmetatable
local tonumber = tonumber
local os_date = os.date
local type = type
local pairs = pairs
local _M = {
_VERSION = "2.0.0",
_ALF_VERSION = "1.1.0",
_ALF_CREATOR = "galileo-agent-kong"
}
local _mt = {
__index = _M
}
function _M.new(log_bodies, server_addr)
local alf = {
server_addr = server_addr,
log_bodies = log_bodies,
entries = {}
}
return setmetatable(alf, _mt)
end
local _empty_arr_placeholder = "__empty_array_placeholder__"
local _empty_arr_t = {_empty_arr_placeholder}
-- Convert a table such as returned by ngx.*.get_headers()
-- to integer-indexed arrays.
-- @warn Encoding of empty arrays workaround forces us
-- to replace empty arrays with a placeholder to be substituted
-- at serialization time.
-- waiting on the releast of:
-- https://github.com/openresty/lua-cjson/pull/6
local function hash_to_array(t)
local arr = {}
for k, v in pairs(t) do
if type(v) == "table" then
for i = 1, #v do
arr[#arr+1] = {name = k, value = v[i]}
end
else
arr[#arr+1] = {name = k, value = v}
end
end
if #arr == 0 then
return _empty_arr_t
else
return arr
end
end
local function get_header(t, name, default)
local v = t[name]
if not v then
return default
elseif type(v) == "table" then
return v[#v]
end
return v
end
--- Add an entry to the ALF's `entries`
-- @param[type=table] _ngx The ngx table, containing .var and .ctx
-- @param[type=string] req_body_str The request body
-- @param[type=string] res_body_str The response body
-- @treturn table The entry created
-- @treturn number The new size of the `entries` array
function _M:add_entry(_ngx, req_body_str, resp_body_str)
if not self.entries then
return nil, "no entries table"
elseif not _ngx then
return nil, "arg #1 (_ngx) must be given"
elseif req_body_str ~= nil and type(req_body_str) ~= "string" then
return nil, "arg #2 (req_body_str) must be a string"
elseif resp_body_str ~= nil and type(resp_body_str) ~= "string" then
return nil, "arg #3 (resp_body_str) must be a string"
end
-- retrieval
local var = _ngx.var
local ctx = _ngx.ctx
local http_version = "HTTP/"..http_version()
local request_headers = req_get_headers()
local request_content_len = get_header(request_headers, "content-length", 0)
local request_transfer_encoding = get_header(request_headers, "transfer-encoding")
local request_content_type = get_header(request_headers, "content-type",
"application/octet-stream")
-- if log_bodies is false, we don't want to still call
-- ngx.req.read_body() anyways, hence we rely on RFC 2616
-- to determine if the request seems to have a body.
local req_has_body = tonumber(request_content_len) > 0
or request_transfer_encoding ~= nil
or request_content_type == "multipart/byteranges"
local resp_headers = resp_get_headers()
local resp_content_len = get_header(resp_headers, "content-length", 0)
local resp_transfer_encoding = get_header(resp_headers, "transfer-encoding")
local resp_content_type = get_header(resp_headers, "content-type",
"application/octet-stream")
local resp_has_body = tonumber(resp_content_len) > 0
or resp_transfer_encoding ~= nil
or resp_content_type == "multipart/byteranges"
-- request.postData. we don't check has_body here, but rather
-- stick to what the request really contains, since it was
-- already read anyways.
local post_data, response_content
local req_body_size, resp_body_size = 0, 0
if self.log_bodies then
if req_body_str then
req_body_size = #req_body_str
post_data = {
text = encode_base64(req_body_str),
encoding = "base64",
mimeType = request_content_type
}
end
if resp_body_str then
resp_body_size = #resp_body_str
response_content = {
text = encode_base64(resp_body_str),
encoding = "base64",
mimeType = resp_content_type
}
end
end
-- timings
local send_t = ctx.KONG_PROXY_LATENCY or 0
local wait_t = ctx.KONG_WAITING_TIME or 0
local receive_t = ctx.KONG_RECEIVE_TIME or 0
local idx = #self.entries + 1
self.entries[idx] = {
time = send_t + wait_t + receive_t,
startedDateTime = os_date("!%Y-%m-%dT%TZ", req_start_time()),
serverIPAddress = self.server_addr,
clientIPAddress = var.remote_addr,
request = {
httpVersion = http_version,
method = req_get_method(),
url = var.scheme .. "://" .. var.host .. var.request_uri,
queryString = hash_to_array(req_get_uri_args()),
headers = hash_to_array(request_headers),
headersSize = #req_raw_header(),
postData = post_data,
bodyCaptured = req_has_body,
bodySize = req_body_size,
},
response = {
status = _ngx.status,
statusText = "",
httpVersion = http_version,
headers = hash_to_array(resp_headers),
content = response_content,
headersSize = 0,
bodyCaptured = resp_has_body,
bodySize = resp_body_size
},
timings = {
send = send_t,
wait = wait_t,
receive = receive_t
}
}
return self.entries[idx], idx
end
local buf = {
version = _M._ALF_VERSION,
serviceToken = nil,
environment = nil,
har = {
log = {
creator = {
name = _M._ALF_CREATOR,
version = _M._VERSION
},
entries = nil
}
}
}
local gsub = string.gsub
local pat = '"'.._empty_arr_placeholder..'"'
local _alf_max_size = 20 * 2^20
--- Encode the current ALF to JSON
-- @param[type=string] service_token The ALF `serviceToken`
-- @param[type=string] environment (optional) The ALF `environment`
-- @treturn string The ALF, JSON encoded
function _M:serialize(service_token, environment)
if not self.entries then
return nil, "no entries table"
elseif type(service_token) ~= "string" then
return nil, "arg #1 (service_token) must be a string"
elseif environment ~= nil and type(environment) ~= "string" then
return nil, "arg #2 (environment) must be a string"
end
buf.serviceToken = service_token
buf.environment = environment
buf.har.log.entries = self.entries
-- tmp workaround for empty arrays
-- this prevents us from dealing with ALFs
-- larger than a few MBs at once
local encoded = cjson.encode(buf)
if #encoded > _alf_max_size then
return nil, "ALF too large (> 20MB)"
end
encoded = gsub(encoded, pat, "")
return gsub(encoded, "\\/", "/"), #self.entries
--return cjson.encode(buf)
end
--- Empty the ALF
function _M:reset()
self.entries = {}
end
return _M
|
-- Generated by CSharp.lua Compiler
local System = System
local SlipeClientDx
local SlipeMtaDefinitions
local SlipeSharedUtilities
local SystemNumerics
System.import(function (out)
SlipeClientDx = Slipe.Client.Dx
SlipeMtaDefinitions = Slipe.MtaDefinitions
SlipeSharedUtilities = Slipe.Shared.Utilities
SystemNumerics = System.Numerics
end)
System.namespace("Slipe.Client.Dx", function (namespace)
-- <summary>
-- Represents a drawable image
-- </summary>
namespace.class("Image", function (namespace)
local getFilePath, setFilePath, getMaterial, setMaterial, Draw, internal, __ctor1__, __ctor2__,
__ctor3__, __ctor4__, __ctor5__, __ctor6__
internal = function (this)
this.Dimensions = System.default(SystemNumerics.Vector2)
this.RotationCenter = System.default(SystemNumerics.Vector2)
end
-- <summary>
-- Create an image from a filepath with a color
-- </summary>
__ctor1__ = function (this, position, dimensions, filePath, rotation, rotationCenter, color, postGUI)
internal(this)
SlipeClientDx.Dx2DObject.__ctor__(this)
this:setPosition(position:__clone__())
this.Dimensions = dimensions:__clone__()
setFilePath(this, filePath)
this.Rotation = rotation
this.RotationCenter = rotationCenter:__clone__()
this.Color = color
this.PostGUI = postGUI
this.usePath = true
end
-- <summary>
-- Create an image from a filepath with rotation
-- </summary>
__ctor2__ = function (this, position, dimensions, filePath, rotation, rotationCenter)
__ctor1__(this, position:__clone__(), dimensions:__clone__(), filePath, rotation, rotationCenter:__clone__(), SlipeSharedUtilities.Color.getWhite(), false)
end
-- <summary>
-- Create an image from a filepath
-- </summary>
__ctor3__ = function (this, position, dimensions, filePath, rotation)
__ctor2__(this, position:__clone__(), dimensions:__clone__(), filePath, rotation, SystemNumerics.Vector2.getZero())
end
-- <summary>
-- Create an image from a material with color
-- </summary>
__ctor4__ = function (this, position, dimensions, imageMaterial, rotation, rotationCenter, color, postGUI)
internal(this)
SlipeClientDx.Dx2DObject.__ctor__(this)
this:setPosition(position:__clone__())
this.Dimensions = dimensions:__clone__()
setMaterial(this, imageMaterial)
this.Rotation = rotation
this.RotationCenter = rotationCenter:__clone__()
this.Color = color
this.PostGUI = postGUI
this.usePath = false
end
-- <summary>
-- Create an image from a material with rotation
-- </summary>
__ctor5__ = function (this, position, dimensions, imageMaterial, rotation, rotationCenter)
__ctor4__(this, position:__clone__(), dimensions:__clone__(), imageMaterial, rotation, rotationCenter:__clone__(), SlipeSharedUtilities.Color.getWhite(), false)
end
-- <summary>
-- Create an image from a material
-- </summary>
__ctor6__ = function (this, position, dimensions, imageMaterial, rotation)
__ctor5__(this, position:__clone__(), dimensions:__clone__(), imageMaterial, rotation, SystemNumerics.Vector2.getZero())
end
getFilePath = function (this)
return this.filePath
end
setFilePath = function (this, value)
this.filePath = value
this.usePath = true
end
getMaterial = function (this)
return this.material
end
setMaterial = function (this, value)
this.material = value
this.usePath = false
end
Draw = function (this, source, eventArgs)
if this.usePath then
return SlipeMtaDefinitions.MtaClient.DxDrawImage(this:getPosition().X, this:getPosition().Y, this.Dimensions:__clone__().X, this.Dimensions:__clone__().Y, getFilePath(this), this.Rotation, this.RotationCenter:__clone__().X, this.RotationCenter:__clone__().Y, this.Color:getHex(), this.PostGUI)
else
local default = getMaterial(this)
if default ~= nil then
default = default:getMaterialElement()
end
return SlipeMtaDefinitions.MtaClient.DxDrawImage(this:getPosition().X, this:getPosition().Y, this.Dimensions:__clone__().X, this.Dimensions:__clone__().Y, default, this.Rotation, this.RotationCenter:__clone__().X, this.RotationCenter:__clone__().Y, this.Color:getHex(), this.PostGUI)
end
end
return {
__inherits__ = function (out)
return {
out.Slipe.Client.Dx.Dx2DObject,
out.Slipe.Client.Dx.IDrawable
}
end,
usePath = false,
getFilePath = getFilePath,
setFilePath = setFilePath,
getMaterial = getMaterial,
setMaterial = setMaterial,
Rotation = 0,
Draw = Draw,
__ctor__ = {
__ctor1__,
__ctor2__,
__ctor3__,
__ctor4__,
__ctor5__,
__ctor6__
},
__metadata__ = function (out)
return {
fields = {
{ "filePath", 0x3, System.String },
{ "material", 0x3, out.Slipe.Client.Dx.Material },
{ "usePath", 0x3, System.Boolean }
},
properties = {
{ "Dimensions", 0x6, System.Numerics.Vector2 },
{ "FilePath", 0x106, System.String, getFilePath, setFilePath },
{ "Material", 0x106, out.Slipe.Client.Dx.Material, getMaterial, setMaterial },
{ "Rotation", 0x6, System.Single },
{ "RotationCenter", 0x6, System.Numerics.Vector2 }
},
methods = {
{ ".ctor", 0x706, __ctor1__, System.Numerics.Vector2, System.Numerics.Vector2, System.String, System.Single, System.Numerics.Vector2, out.Slipe.Shared.Utilities.Color, System.Boolean },
{ ".ctor", 0x506, __ctor2__, System.Numerics.Vector2, System.Numerics.Vector2, System.String, System.Single, System.Numerics.Vector2 },
{ ".ctor", 0x406, __ctor3__, System.Numerics.Vector2, System.Numerics.Vector2, System.String, System.Single },
{ ".ctor", 0x706, __ctor4__, System.Numerics.Vector2, System.Numerics.Vector2, out.Slipe.Client.Dx.Material, System.Single, System.Numerics.Vector2, out.Slipe.Shared.Utilities.Color, System.Boolean },
{ ".ctor", 0x506, __ctor5__, System.Numerics.Vector2, System.Numerics.Vector2, out.Slipe.Client.Dx.Material, System.Single, System.Numerics.Vector2 },
{ ".ctor", 0x406, __ctor6__, System.Numerics.Vector2, System.Numerics.Vector2, out.Slipe.Client.Dx.Material, System.Single },
{ "Draw", 0x286, Draw, out.Slipe.Client.Elements.RootElement, out.Slipe.Client.Rendering.Events.OnRenderEventArgs, System.Boolean }
},
class = { 0x6 }
}
end
}
end)
end)
|
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